Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Monday, March 12, 2018

The Future of Pre-production

That title may seem a bit presumptuous to those who have yet to sketch in VR, but for those of us on the other side, there's no going back.  For pre-production on films, game cinematics, and even amusement park rides and theatrical productions, there are so many benefits to creating this way.

Hope's Blade - vr storyboards from joe daniels on Vimeo.

Hope's Blade is an animated piece I made in October of 2017 for a presentation I gave at DreamWorks Animation, called VR for Storytellers.  I gave myself a little over a week to come up with an idea and draw, shoot, and edit it, completely done in an app called AnimVR.  It was such a blast to work this way, and amazing to work with the devs as they began to build a toolset for recording real-time cameras for editing in a timeline.  Check out more on AnimVR at www.nvrmind.io

Visualising stories in VR has a number of huge benefits over traditional storyboarding and previs pipelines, allowing artists to solve difficult spatial choreography in intuitive ways.  And I'm not just talking about projects that are meant to be output for VR.  Every production can benefit from this workflow.

Since these story sketches are inherently 3D and can be viewed in the round, you can change your cameras on the fly without having to re-draw.  These dimensional story drawings can also be used to better inform the work of environmental and character modelers in a traditional Film or Game production pipeline, and concept artists can also feed art into these storyboards -- making for more useful collaboration.  And the aspect that is often most surprising to people is that even at this early point in the development of VR art tools, storyboarding this way takes basically the same amount of time as traditional methods.

If you're interested in seeing what people are doing with animation in VR, head over to the Virtual Animation facebook group.  Prepare to be inspired :)

Concept Art from "Hope's Blade"

Friday, January 26, 2018

VR & Museums of the future

Happy January of 2017!

Last night I was part of a gallery exhibit -- my first time displaying at a museum.  Only this museum was populated by all sorts of physically impossible artwork, and wandering through the halls were people from around the globe.  By that I mean people who were at that time located on different continents.  And it was awesome.

MOR January sneak peek from joe daniels on Vimeo.

This museum is a virtual museum, experienced in my Oculus Rift. (Also works with Vive).  It takes the enjoyment of viewing art to the next level and makes it possible to interact with artwork, creators, and other viewers in completely new ways.

I can't say much specifically about the museum since it's in Beta and much is likely to change and improve between now and when the museum opens to the public, but I will say that it takes all of my favorite things about being in a museum space and adds sight and sound experiences to that which are impossible outside of Virtual Reality.

 There is an impressive list of artists already on exhibit, and it was an honor to hang out with some of them and chat...whether standing inside a Tilt Brush painting or sitting on the back of a dinosaur that was painted in Oculus Quill.  Here's a short list of exhibitors who were featured this month: Liz Edwards, Nick Ladd, Zach Kinstner, Romain Revert, and Sebastian Sanabria(If I forgot anyone, please comment and I'll update.)   My contribution was an animated piece Fast Food, which features a small fish endlessly attempting to swim away from a rather cuddly-looking hammerhead shark.  If you check it out, there are some hidden things to find inside the shark ;)

Another thing that is really cool about this type of museum is the direct promotion that can be gained for the artist.  For instance, Zach's musical exhibit is a performance created in his app, EXA: The Infinite Instrument.  From the info plaque, I could learn about it and immediately hop over to the Steam Store to pick it up and check it out...to experience more of the same thing, on my own time and financially benefit the creator directly.  EXA is a lot of fun, and I highly recommend you check it out if you have a pc vr headset.

Here's what really interested me personally: viewing animation, on display in a museum, in its native format.  Let's think about that for a minute.  Up until now the ways one can view animation have been greatly limited, compared to other art forms.  Theater, dance, sculpture, and other fine and performing arts are best viewed when physically present with the art.  3D models can be printed to be brought into a dimensional world for viewing but until recently there was no reasonable analog for 3D animation.

Aside from exhibits like the Pixar Zoetrope and this Gatorade ad, animation is recorded or rendered for display on a flat surface.  Even in stereoscopic 3D theatrical experiences, you're cheating the brain into thinking a 2D image has depth but the viewer lacks the freedom to move in and around the space, and is only slightly immersive.  Animation is the art of creating the illusion of life, and wouldn't it be great to pull our characters off a flat screen and into our living rooms?

My hand-drawn animation was drawn in VR in three dimensions, and viewers get to experience this art in the exact same context as it was created.  The equivalent in traditional animation would be mailing tens of thousands of sheets of paper to a viewer for them to flip like a flipbook, or in stop-motion it would be inviting the entire world onto a set to watch for days as puppets are meticulously posed frame by frame, but both of these impractical scenarios miss the mark by lacking the immersive connection you gain with the virtual characters you can experience in VR.  In VR you're there, existing with these illusions, in real-time.  And once you experience that, I think you'll feel that it makes a world of difference.

Another thing that excites me about all this is that next logical step: the possibility of creating interactive character animation experiences where our characters react to you and not just you reacting to them.  This dream is only a few steps from reality, and it's gonna be huge.  Stay tuned for more virtual animation, coming soon.

Wednesday, December 20, 2017

Star Wars The Last Jedi - fan art

Hopefully, you've enjoyed some Star Wars this month.  It's been great seeing all the awesome fan art people have been sharing lately.  Here's my hand-drawn contribution, animated in AnimVR.

Kylo Ren fan art from joe daniels on Vimeo.

Tuesday, October 17, 2017

VR Education Series at DWA

I want to say a huge thanks to Kristine Middlemiss and the rest of the crew that helped make my presentation possible today at Dreamworks Animation.  It was excellent to see everyone who took time out of their day to drop by.  The topic was VR for Storytellers, and how this collaborative new medium can make our lives better.  Here is an abbreviated version of the slides, as promised.  Cheers!


Tuesday, April 18, 2017

More VR Art and Animation

I've been having a blast making art with my Oculus Rift.  It's more physical, intuitive, and intimate of a process than anything I've experienced to date.  Here is a look at my last couple weeks poking around in the evenings...


Animating in VR - for Artists from joe daniels on Vimeo.


Have fun rotating and moving around this painting done in Oculus Quill, or if you have a headset and compatible browser, check it out in VR!  (vimeo link below in case the sketchfab embed does not work for you.)

"Quillerina" video walkthrough on Vimeo.


And here's an early WIP of the next painting I'm working on.  See more of my recent art on my Instagram.

A post shared by Joe Daniels (@joedanimation) on

Monday, November 28, 2016

Kakamora of Moana

Congrats to my friends who labored to make Disney's Moana the beautiful film that it is!  If you haven't seen it yet, go check it out.
Here's some fan art of those adorable Kakamora characters.

And here's a high res still version:

Sunday, February 21, 2016

Saturday, January 02, 2016

A short time ago, in a theater not far away...



Taking my son to Star Wars was a blast!  I've had this one in my head for a while, and finally had the time to get it out.

Happy 2016.  Hope yours is great!

Thursday, November 05, 2015

Avengers Academy - coming soon!

It's been quiet around here for a while, as I've been working with the awesome team at TinyCo on a pretty sweet game,  Avengers Academy.  It's been officially announced, so here's how you can get connected:

On Facebook:  http://www.facebook.com/avengersacademy
Official Website:  http://www.avengersacademy.com/
Twitter:  @avengersacademy

Teaser Trailer:

Some Art:

Sunday, May 17, 2015

Farewell to Spock - caricature sculpt

"Space, the final frontier..."



Farewell to Spock from joe daniels on Vimeo.

I've been tinkering with this sculpt since I heard the sad news about the passing of Leonard Nimoy.  Star Trek was a staple at the Daniels household when I was growing up.  The TV shows, movies, books, the musical scores.  That show, its characters, and technology have inspired millions over the years, and I was no exception.  Spock, in particular, was a character I latched onto and looked up to, so it is odd to picture a world without the main who spoke that iconic parting phrase.

Farewell, Admiral Spock.  You will be missed.



Here are a few images:




Saturday, August 02, 2014

Sunday, June 22, 2014

Graph Editor art

I've just wrapped on a very fun animation project.  One I hope to be able to share soon.  Inspired by something I've been seeing a lot of, here is some Graph Editor art.  If you're in your first couple years of animating, these are for you!


 Some days the machine wins, and you feel like you're drowning in your own splines.



Other days you feel like a spline master, breaking tangent handles with your mere mind.

Confucius say, the more time you spend wrestling with your graph editor, the sooner you'll find yourself on the plane of enlightenment.

Here's a larger version of the above image.

Tuesday, June 03, 2014

Sculpting Tip: Order of Operations

Happy Tuesday, everybody!
Here's a quick tip I threw together for some students who have a speed sculpting facebook group.  So much of what I've learned about making compelling art comes down to Shape/Line, Underlying Form, and Rhythm.  I'm always trying to learn as much as I can, so hopefully you'll get something out of this.  Keep making art!


Extra resources:
Rad Sechrist -- http://radhowto.blogspot.com/2010/07/inmate-construction.html
Michael Defeo -- http://www.zbrushworkshops.com/tags/michael-defeo
Philippe Faraut -- https://www.youtube.com/watch?v=R1tH03sOhkU


Thursday, May 01, 2014

Water Spirit - speed sculpt

Here's a 45 minute speed sculpt, under the topic "Water Spirit".  I've been following a speed sculpting thread for a little bit and was excited to give this topic a whirl.  I'd love to come back to this and touch it up, but for a quickie, I'm happy with it.  Hope you enjoy!


"Water Spirit" - 45 min speed sculpt from joe daniels on Vimeo.







Here was my inspiration reference:

And for the water, I mostly used Bad King's splash insert mesh brush set:
http://www.badking.com.au/site/shop/organic-custom-brushes/splash-brush-set/

Wednesday, March 26, 2014

Whale Kids Playing - painting


Here is the second in a series of whale paintings I've done lately.  Below is a little bit of the process.  The sketch and subsequent color/mood studies were painted on the iPad in Procreate.  Once I was happy with the general idea, I too the sketch into Photoshop, increased the resolution a little, then painted the final.

I may paint it again in the light blue scheme because I couldn't easily decide which I liked better.  If you want to see more art from the same world, head over to www.facebook.com/StarfishNinja  Hope you enjoy!



Whale kids playing - 3 studies from joe daniels on Vimeo.

Thursday, March 06, 2014

Low-Poly Cloudscape


Just a quick low-poly doodle that was floating through my mind last night.

Sunday, February 16, 2014

Camping - in ultra low poly

Just reserved a spot at Yosemite this summer!  I've never been, so it's exciting.  The reservations filled up in less than 5 minutes.  This is gonna be good.

Here are a couple of quick low poly studies I did this morning.  At some point I will do a personal project in this style.  I've been tinkering with this type of thing for about a decade, so it's bound to happen eventually.  Just need the right combination of art direction and story.  Oh, and time.  Need some of that too.



Saturday, August 31, 2013

Mashup: Beaku!

Don't know why this popped into my head.  But I had to get it out.

 +  =

BEAKU!!!
Me me me me!



Thursday, August 29, 2013

Animated Doodles - pt 1

Here are a couple quick warm up animation tests.  Straight ahead, nothing fancy, just playing around.  Gets the animation blood flowing.  I am going to try to do more of these.
Hand Stand:


Magic Trick:


When I plan and thumbnail my animation, I like to see the drawings animated so I can get some idea of timing before blocking in my key poses.  In the past I've used the open source app Pencil as a light weigh alternative to flash or flipbook, but with Maya's new Grease Pencil tool, I will probably do more of this without leaving Maya.

There's something relaxing, though, about sitting on my couch or wherever I am, animating on my iPad.  My favorite app is Animation Creator HD.  Other apps I've tried are too cluttered or sluggish for me.  This one has an interface that gets out of the way so I can just draw.  I sketch with a Jot Touch 4 (totally recommend any of their styli).

Hope you enjoyed watching!

Friday, August 09, 2013

SculptGL - in browser sculpting?

A friend just tipped me off to this site that lets you sculpt in the browser (thanks, Bill!).  If you've used Sculptris, it's a lot like that. You can import and export .obj files, so you will be able to work with it in another program after the fact.  I love playing with new tech, and the dynamic tessellation, if you can get used to it, is a must have for low-fi sculpting like this, imho, and it can also be turned off.  It also supports wacom tablet pressure sensitivity.
How useful is this if you already have zbrush/mudbox? Silly question.  I refuse to answer.  Check out my test sculpt below:

(edit: I just replaced the first images with my second attempt at a sculpt using SculptGL)



And cleaning it up in ZBrush afterward:




Tips:
-Navigation can be a little odd, and you'll want to go with the hotkeys for switching tools and positive/negative brush pressure.  To move around you use the right mouse and scroll.  Arrow keys will also move you up/down/left/right.
-If you're using Chrome, hit F11 to go full screen.
-A nice feature is that sculpting all the way through the model creates a hole.