Money for Nothing - Dire Straits (1985)

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Money for Nothing - Dire Straits (1985)
Squideo’s Favourites: Toy Story
Pixar Animation Studios arrived with a bang when its first feature-length film, Toy Story, was released in 1995. What would follow was a franchise beloved by children, spawning multiple spin-offs, theme park rides, video games and merchandise. Nominated for 4 Academy Awards, Toy Story is now considered one of the best animated films of all time.
Toy Story is credited with opening up the world of 3D computer animated films, which still rules the industry to this day. With the sponsorship of Disney, Pixar used this technology to create a film that visually stood apart from everything else at the box office and helped complete Pixar’s journey from a small computer division at Lucasfilm to an award-winning studio that has produced some of the best animated films of the past thirty years.
We’re diving into the production behind this animated film, exploring the style and techniques which came together to create this compelling story. In the meantime, if you have an idea for an animated video of your own get in touch with the Squideo team.
Die Entwicklung meiner Fertigkeiten mit 3D Computer Animation mit Blender 3D und Poser.
"What Motivates Us"
After watching the "What Motivates Us" video, (https://www.youtube.com/watch?v=u6XAPnuFjJc), and thinking about how to translate those lessons toward myself its honestly quite hard to take an objective look at yourself and decipher the reason you are heading toward what you are and completing the work you've been set. I suppose the most logical approach to take is to think about where I am right now and where my motivation comes from.
I can say with absolute confidence that I didn't apply to this course simply to get a job and start earning money and that has never been a thing that solely motivates me, as the video says monetary reward can only take you so far, pushing you to do tasks that require little creative thought or engagement. I applied to this course to do something I enjoy and work within an industry where my work is something I feel proud to put on show and stand by it wholeheartedly.
I have always loved games and art and the concept of designing the visual side of games, the very personal and emotional side to connecting with games in general seemed perfect for me. And working toward that is something I that will push me forward. All of the work that is set, even if its not specifically what I had pictured myself working upon, I feel the main motivation I have to commit to that grind will come form exactly that, my drive in life to do something meaningful to me, something I can be proud of and quite honestly, purely enjoy doing.
My first 3D model attempt plan
For my very first attempt at modelling a 3D object within Maya, my first thought was to model some sort of character. Although modelling a character is rather infamously hard, especially for someone completely new to the whole concept of 3d modelling and Maya itself, I feel if I stick to a particularly small and simple character I should manage without an excessive amount of setbacks; and at the very least learn a lot from the process.
For my small character the first thought I had was something akin to a Pokemon or small mascot like the cast of Sanrio characters. But i feel for complexities sake it should be a somewhat more complex human character, but stylised in such a way that it isn’t too much for a first time 3D modeller. The main inspiration or base for something like this would be the character models from Zelda windwaker, they are stylised and immediately identifiable yet rather small and based on simplified shapes.
As shown by the picture, the character models for link and tetra are both very stylised, consisting on fairly simplified shapes and exaggerated proportions also, in this case leaning towards the smaller side most likely to portray him as much younger compared to the past games.
As much as I know full well it’s not going to be an easy process to model a character specifically, being infamously hard even among professional 3D modellers, yet I couldn’t think of anything more suited for me. The thought of designing a generic weapon, gun or sword for example just doesn’t interest me much at all and I imagine I wouldn’t feel much drive to continue working through the learning process. Character design on the other hand is something I’ve always had a passion for and watching the model evolve into a character I can actually become attatched to is some thing I really look forward to.
Maya tutorial: Hotbox and shortcuts
Here's a short tutorial explaining what the hotbox is and how to navigate it, including a few other shortcuts.
https://youtu.be/mu4iphNpaJo