Inspired by Joann Sfar’s ‘Le Bestiaire Amoureux’ @josephine-meis and I decided to recreate a few of his panels and animate Aspirine, the protagonist.
2025 on Tumblr: Trends That Defined the Year
Noah Kahan
Cosimo Galluzzi
Cosmic Funnies

titsay
official daine visual archive

Jar Jar Binks Fan Club
art blog(derogatory)

izzy's playlists!
h
Sweet Seals For You, Always

Kiana Khansmith
No title available
$LAYYYTER

if i look back, i am lost
KIROKAZE

No title available

shark vs the universe
Cookie Run:Kingdom Official!
Interview Vampire Daily

seen from United States

seen from Malaysia

seen from Singapore
seen from United States

seen from Malaysia
seen from Canada
seen from United States

seen from Brazil
seen from Argentina
seen from Spain
seen from United Kingdom
seen from Kenya

seen from United Kingdom

seen from United States

seen from United States

seen from Netherlands

seen from Greece
seen from France
seen from United States

seen from United States
@kpavicic
Inspired by Joann Sfar’s ‘Le Bestiaire Amoureux’ @josephine-meis and I decided to recreate a few of his panels and animate Aspirine, the protagonist.
Space Skunk
I’m very fond of Lee Gatlin's’ illustrations. He has this unique texture to his works. Usually, 3D isn’t messy and rough. You stick to the workflow and three to four weeks later you’re done, maybe. This was my attempt at reworking his illustration in 3D and exploring modeling further.
Above: Space Skunk by Lee Gatlin
I wanted to go ahead and push myself into the more uncertain ways of creating. There were two set rules; the UV map would be made beforehand & the project needs to be finished in less than a day. The map I drew was not as much of a real texture sheet but more a conglomeration of patterns, shapes, and symbols I got from looking at the drawing which I would later fit into the character somehow.
I didn’t care much for triangles, penetration, and other production-y details. However, I didn’t move far enough from traditional workflows. I will have to continue the exploration.
Here is the timelapse with a little animation at the end. It took three hours to complete.
Updates
It’s been a while since I posted. Today is my graduation day. During the year I worked in a 7 person team on a movie named Dogs and now that project, and my schooling, is finally wrapped up.
I will be posting some personal stuff I have been working on since I have more time to prepare it.
One other finished project is a short advertisement for our (@josephine-meis and mine) TV series “Mariachi Sentai Warriors”. (We also have a website now)
I’m still not too happy with the color correction of the video, but it was a good test for our pipeline. This was the first time we’ve put all the elements properly into a renderable scene. After seeing all the issues we had to go back and reorganize the way we sort and name files. Each shot in this trailer was a separate file which was good for lighting, but ultimately bad for keeping colors consistent. A bit more research is needed to figure out how to deal with scenes that contain multiple shots.
For more MSW check out @josephine-meis and our instagram!
I wrote a script for Blender 2.8 that automatically hides hair systems during character posing. It removes lag and the need to manually fiddle with particle visibility.
It is now free on my Gumroad. Go get it! :)
MSW production blog #5 - Facial Rig Setup
Welcome to part two of my rigging posts:
General Rigging
Facial Rig Setup <--- you are here
Lookdev and Shading Research
Last time I talked about making modular rigs and preparing for easy skinning. Once such preparation was creating a base facial topology structure which could be used for all four of our characters. The process started with modeling one head and creating all the blend shapes. This made us notice topological flow issues, so we had to delete blend shapes and fix up the areas with problems.
Old geometry on the left and corrections on the right.
Nasal topology is important for getting sharp creases that help expressions read well. As you can see I had made a mistake and placed a star right at the place the creasing had to happen.
Once the mesh is ready we created 21 FACS blend shapes that come together to form expressions (if you want to learn more about the Facial Action Coding System check out this link. It was a great reference). Those can be copied to the mesh of the other characters since they have identical topology. However, as the topology distribution changed, hand adjustments will be necessary.
All the shapes showcased on a second character that uses our base topology shown in the first picture in this post (sculpted by @josephine-meis )
The blend shapes are separated into left and right ones using a weight map blend. Some shapes are more extreme to fit our shows’ style.
Final setup with drivers connected to bones.
Originally I planned to do a bone rig but opted to do a pure shape driven setup in order to save time on weight painting which would require a lot more fiddling for appeal. Ideally, we would set up a combination of the two, but the deformation bones would need to be driven by the shape deformations (otherwise activating a shape key would move geometry while to bones would stay in place and you would need to use them with offset). I was not able to figure a way to implement this (DM me if you know how to).
I’m aware this post was not filled with a lot of tricks, but our biggest takeaway is to progress with one character before proceeding onto others. Keep one character ahead in the pipeline so that when things go wrong fixing is easier. If we had modeled all the heads before starting blend shape testing on our main head, all the heads would have needed to be reworked and quite possibly deleted.
MSW production blog #4 - General Rigging
Welcome back to another production blog.
With rigging almost finished there is a lot to cover so I’ll separate it into three posts:
General Rigging
Facial Rig Setup
Lookdev and Shading Research
We have four main characters that I was sure were going to share a rig. To get skinning done as fast as possible I also opted to create one base mesh for the face that could be adapted for all the characters. Even though efficiency was my concern I still wanted to push for a high standard so that the rigs can hold up in any situation. All controls had to be created even if they were not necessary for the trailer so that we have finished characters ready for production. The fight suits also have shared topology with only differences in texturing and proportions. This meant all my tests with one character will be more or less transferable onto the other three. The head and the body are skinned separately to the armature so that bodies can be swapped out.
The rig is an enhanced version of the one I’ve shown in previous posts.
The rig in its current stage.
Our rig methodology (Described in this post) caused some tricky problems. Because our bones stretch to the elbow and wrist instead of rotating the mesh is usually not oriented in the right direction. This is not much of a problem for the legs since they are always facing the same general direction. However, the arms have a wide range of movements and bends that caused geometry collapses.
Two geo collapses caused by incorrect bone rotations when posing.
To fix this I made four little bones that were parented to the forearm bone. They will be deforming the geo while the old forearm bone is just a stretch guide. The small bones have a Copy Rotation constraint on their downward axis with gradually larger influences. There key in this setup is to detach the bones from each other and parent them to the forearm bone otherwise rotation of each bone would affect the next one in the chain.
The gif shows this implementation. (Apologies for the heavy compression, Tumblr has a 1Gb limit). Additionally, the bones are segmented for smoothness.
And finally, we have our posing results. Here the left arm is using the new setup.
This has been a small insight into recent journeys and problems I have been solving for the past few weeks.
Catch the next post soon in which I’ll write about facial rig setups for the characters :)
For less talking and more images follow our instagram: @MariachiSentaiWarriors.
MSW now on Instagram
That’s right! If reading is not quite your thing we now have an official MarriachiSentaiWarriors development Instagram account where we post concepts, animation tests, and other goodies.
https://www.instagram.com/mariachisentaiwarriors/
Modelisation by @josephine-meis
MSW production blog #3
Time to catch up!
The year is coming close to its end so deadlines for our graduation movie are catching up to us. Despite that, we still manage to find some time to move things forward. This time I’m focusing on our approaches to concept art and how I’m managing and planning the rig workflow for our diverse cast of nine characters.
The Ostrich Politic
My colleague’s last year graduation film was just released. The Ostrich Politic by Mohammad Houhou. He did most of the movie on his on with a few of us helping on concepts, anim and in other areas. It’re a really great achievement. Check it out:
And here is the shot I animated for it:
MSW production blog #2
It’s been quite a while so it’s time for an update. School has started more than a month ago so it searching for an apartment took a big chunk of my energy, but @josephine-meis was hard at work on storyboard revisions (we also had a viewing in school with some of our colleagues to get feedback). This version is now more coherent so hopefully, reactions will be good and we will wrap up preproduction in a month or so. (Below: Skully with final shaders and WIP texturing)
MSW production blog #1
Mariachi Sentai Warriors is an animated TV series for young adults that follows a mariachi band, who are also a sentai team, as they fight monsters and the biggest battle of all; maturing and dealing with relationships, self-care, grief and mental health.
Mariachi Sentai Warriors is a cartoon utilising realtime technology (Blender’s Eevee engine) being developed by @josephine-meis and myself for stream TV pitching. For now the plan is to develop a 20s teaser, a minute long trailer and a season 1 script along with concept art. This production blog (and the blog over at Jose’s tumblr) will share insight into work and technical aspects that go intro creating our show.
Summer project (sentai warriors)
School is over and I’ve started work on a summer sentai warrior project with @josephine-meis. We’re still in the concept phase but the main goals, for now, are to do some fight sequences and create a short using Blender’s new real-time capabilities (Eevee).
Kalopsia shot progression
Some of the playblasts from one of my shots put together.
Kalopsia is online
We finished our short!
On 30th of May, seventeen teams finished seventeen shorts. That’s really an amazing achievement, I am so proud of everyone. Watching all the shorts was pure pleasure and joy! Our fourth module was about designing characters and bringing them into a short film that would last around 20 seconds in the span of three months. The module is over now and I will be happy to present Kalopsia to all of you soon :)
2D character design
It’s been a while :)
During the past month or so we’ve had an ongoing module about character creation. Starting from a single word and finishing with a fully rigged and production ready 3D Maya file. I have waited for the first part to be finished so I can post all the progress together and write about it. Today I will write about character design and modeling. I’m not sure if I will be going into rigging but there will be another blog post on storyboarding/animation.
Learning to animate quadrupeds
Our first module was focused on animal movement and shifting of weight. We were led to the zoo do take some referential footage and drawings. It’s nice being able to see animals because sometimes you get lucky and see something fascinating. This is a drawing of a monkey I captured who jumped to the top of the cage, took a berry and ate it. I just couldn’t believe it. I kept looking at my classmates going “woah! Did you see that.”