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Natalie Burke, Technical Artist

Tuesday, July 31, 2012. The goal was to create a human arm possible for use in games that utilizes a full muscle system to create realistic movement and structure. The following shows the final results possible from transferring secondary animation, simulation and deformation created from a Maya Muscles rig fully onto a joints only rig. The Model Geo was further adjusted to fit around the created muscle systems. The Skin was able to stretch jiggle and deform appropriately. Wednesday, July 25, 2012. Chame...

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Natalie Burke, Technical Artist | natalieburketa.blogspot.com Reviews
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Tuesday, July 31, 2012. The goal was to create a human arm possible for use in games that utilizes a full muscle system to create realistic movement and structure. The following shows the final results possible from transferring secondary animation, simulation and deformation created from a Maya Muscles rig fully onto a joints only rig. The Model Geo was further adjusted to fit around the created muscle systems. The Skin was able to stretch jiggle and deform appropriately. Wednesday, July 25, 2012. Chame...
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Natalie Burke, Technical Artist | natalieburketa.blogspot.com Reviews

https://natalieburketa.blogspot.com

Tuesday, July 31, 2012. The goal was to create a human arm possible for use in games that utilizes a full muscle system to create realistic movement and structure. The following shows the final results possible from transferring secondary animation, simulation and deformation created from a Maya Muscles rig fully onto a joints only rig. The Model Geo was further adjusted to fit around the created muscle systems. The Skin was able to stretch jiggle and deform appropriately. Wednesday, July 25, 2012. Chame...

INTERNAL PAGES

natalieburketa.blogspot.com natalieburketa.blogspot.com
1

Natalie Burke, Technical Artist: Progress on Portfolio Piece Two 07/01

http://www.natalieburketa.blogspot.com/2012/07/progress-on-portfolio-piece-two-0701.html

Sunday, July 1, 2012. Progress on Portfolio Piece Two 07/01. Subscribe to: Post Comments (Atom). Skin Simulation and Deformation! Portfolio Piece 3 : Skin Sliding. Progress on Portfolio Piece Two 07/01. View my complete profile. Picture Window template. Powered by Blogger.

2

Natalie Burke, Technical Artist: Portfolio Piece 3 : Skin Sliding

http://www.natalieburketa.blogspot.com/2012/07/portfolio-piece-3.html

Thursday, July 12, 2012. Portfolio Piece 3 : Skin Sliding. I'm going to focus on Simulation in relation to character technical art. This can include cloth, hair, and skin jiggle/stretching. Since I have already done some work with cloth and hair I'm going to look into skin jiggle/stretching. I would like to make make a fully flushed out arm fully rigged with muscle system that has some realistic skin sliding, and stretching across it. July 16, 2012 at 1:21 AM. Please share your contact info.

3

Natalie Burke, Technical Artist: May 2012

http://www.natalieburketa.blogspot.com/2012_05_01_archive.html

Tuesday, May 29, 2012. Maya Fur and Hair! The Black Cat has scruffy fur now! The family members have let their hair down. Sunday, May 27, 2012. Family To Ink Attempt 02. Family To Ink Attempt 01. Thursday, May 24, 2012. Portfolio Pieces Take 2. Family members die in an awesome inky fashion. Possibly a melting effect combined with particles. Something needs to be done to increase feed back on attacking family members. Should be inky themed but still possible to see (since black is basically invisible).

4

Natalie Burke, Technical Artist: July 2012

http://www.natalieburketa.blogspot.com/2012_07_01_archive.html

Tuesday, July 31, 2012. The goal was to create a human arm possible for use in games that utilizes a full muscle system to create realistic movement and structure. The following shows the final results possible from transferring secondary animation, simulation and deformation created from a Maya Muscles rig fully onto a joints only rig. The Model Geo was further adjusted to fit around the created muscle systems. The Skin was able to stretch jiggle and deform appropriately. Wednesday, July 25, 2012.

5

Natalie Burke, Technical Artist: Portfolio 3

http://www.natalieburketa.blogspot.com/2012/07/portfolio-3.html

Tuesday, July 31, 2012. The goal was to create a human arm possible for use in games that utilizes a full muscle system to create realistic movement and structure. The following shows the final results possible from transferring secondary animation, simulation and deformation created from a Maya Muscles rig fully onto a joints only rig. The Model Geo was further adjusted to fit around the created muscle systems. The Skin was able to stretch jiggle and deform appropriately. Skin Simulation and Deformation!

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esssko.wordpress.com esssko.wordpress.com

Inspiration: “Adam and Dog” and “The Reward” | Bright-eyed, bushy-tailed

https://esssko.wordpress.com/2013/02/25/inspiration-adam-and-dog-and-the-reward

The adventures of a new kid in the game industry. Oh crap, I had a blog? My first game is announced: Dungeon Defenders 2 →. Inspiration: “Adam and Dog” and “The Reward”. February 25, 2013. Oscar-nominated short “Adam and Dog”. 8220;The Reward”. Just wanted to start posting a few of the animations that have been inspiring me lately! I cannot stop gushing and fawning over the perfection of the dog. There’s just so much life and convincing movement and personality in it! This entry was posted in inspiration.

esssko.wordpress.com esssko.wordpress.com

esssko | Bright-eyed, bushy-tailed

https://esssko.wordpress.com/author/esssko

The adventures of a new kid in the game industry. My first game is announced: Dungeon Defenders 2. March 20, 2013. Check out the Dungeon Defenders 2 Announcement on IGN! The game I’ve been slaving over since I started at Trendy last September has finally been announced! I’m so very very excited that I can finally start talking a little bit about what I’ve been working on! I’ve wanted to update my reel with all of these […]. Tagged dungeon defenders 2. February 25, 2013. Oh crap, I had a blog? I’m a...

esssko.wordpress.com esssko.wordpress.com

Mocap Demo | Bright-eyed, bushy-tailed

https://esssko.wordpress.com/2012/07/02/mocap-demo

The adventures of a new kid in the game industry. Portfolio #2 Update →. July 2, 2012. The past few days, I ran a motion capture shoot in our awesome mocap studio, stripped down a rig called Mr. Motion. Made my own rig for it, then wrote an auto-rig script for the rig that also brings the keys over from the mocap data – SO ANYWAY, here’s the first few shots! I’ll be adding a few more other animations and re-targeting onto biped creatures as well. This entry was posted in portfolio updates. Time laps of m...

esssko.wordpress.com esssko.wordpress.com

Current Progress | Bright-eyed, bushy-tailed

https://esssko.wordpress.com/2012/06/27/current-progress

The adventures of a new kid in the game industry. Mocap Demo →. June 27, 2012. Current progress on my portfolio pieces:. Ratbird Rig is up and FLYING! There’s still a lot of kinks to work out, and the weighting, but here’s a quick preview –. Here’s a rough storyboard for the ending sequence of Battle Fortress Tortoise –. I’m also in the middle of re-targeting some AWESOME mocap data I got yesterday onto an equally awesome rig. Expect to see this guy break-dancing and disco-ing soon:. Mocap Demo →. Can at...

setovanboxtelfiea.blogspot.com setovanboxtelfiea.blogspot.com

Seto van Boxtel (FIEA): July 2012

http://setovanboxtelfiea.blogspot.com/2012_07_01_archive.html

Tuesday, July 31, 2012. Posted by Seto van Boxtel. Tuesday, July 17, 2012. Posted by Seto van Boxtel. Wednesday, July 11, 2012. Final Piece Schedule Edit Information. Will use a different character for set up that does not require more work than time permits - Possibly Tetsu (Amanda's character) because he is already set up to work with both Motion capture, and UDK. Will Clean up and make a polished version of the storyboard. Character animations will be very basic used for blocking purposes only. Work t...

setovanboxtelfiea.blogspot.com setovanboxtelfiea.blogspot.com

Seto van Boxtel (FIEA): Final Assingment

http://setovanboxtelfiea.blogspot.com/2012/07/final-assingment.html

Tuesday, July 31, 2012. Posted by Seto van Boxtel. Note: Only a member of this blog may post a comment. Subscribe to: Post Comments (Atom). Seto van Boxtel Portfolio.

tammydao.blogspot.com tammydao.blogspot.com

Art of Tammy Dao: Ser Alexandria Riten, Dragonknight of Susandra

http://tammydao.blogspot.com/2012/08/ser-alexandria-riten-dragonknight-of.html

August 02, 2012. Ser Alexandria Riten, Dragonknight of Susandra. So it's been done! Alexandria's sculpt is finished and ready for display. Posted by Tammy Dao. I am a 3D animator and modeller currently in a graduate program at FIEA. This blog is simply my messy, animated, and sometimes cute mark on the internet. View my complete profile. Ser Alexandria Riten, Dragonknight of Susandra. Awesome Inc. template. Template images by Ollustrator.

setovanboxtelfiea.blogspot.com setovanboxtelfiea.blogspot.com

Seto van Boxtel (FIEA): May 2012

http://setovanboxtelfiea.blogspot.com/2012_05_01_archive.html

Tuesday, May 29, 2012. Posted by Seto van Boxtel. Posted by Seto van Boxtel. Monday, May 28, 2012. Playing with hair and fur. Took the opportunity to play around with hair and Fur using Inari. Sadly I was having problems getting what I wanted to make it look like. I color coordinated based on what it was rather than sticking to all white because this was just for testing. Posted by Seto van Boxtel. Wednesday, May 23, 2012. What I was doing over the last few days. Games that used traditional animations.

silviaaranafiea.blogspot.com silviaaranafiea.blogspot.com

Silvia Arana - FIEA Blog: June 2012

http://silviaaranafiea.blogspot.com/2012_06_01_archive.html

Silvia Arana - FIEA Blog. Monday, June 25, 2012. Sunday, June 10, 2012. So here it is. Unfortunately, I was not able to create an ambient occlusion pass since I was only getting 100 frames every 8 hours. :(. Tuesday, June 5, 2012. Last Week For Nico. So this week is going to be tough. The Nico animation is taking longer than I originally thought it would. It has already been cut down due to time and I really don’t want to cut it down further. (The animation is roughly 60% finished.). Last Week For Nico.

silviaaranafiea.blogspot.com silviaaranafiea.blogspot.com

Silvia Arana - FIEA Blog: Colossus Fur Dynamics

http://silviaaranafiea.blogspot.com/2012/08/colossus-fur.html

Silvia Arana - FIEA Blog. Friday, August 3, 2012. So here he is! There are things that I still want to change and fix but I do like how he came out. Awesome Inc. template. Powered by Blogger.

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Natalie Burke, Technical Artist

Tuesday, July 31, 2012. The goal was to create a human arm possible for use in games that utilizes a full muscle system to create realistic movement and structure. The following shows the final results possible from transferring secondary animation, simulation and deformation created from a Maya Muscles rig fully onto a joints only rig. The Model Geo was further adjusted to fit around the created muscle systems. The Skin was able to stretch jiggle and deform appropriately. Wednesday, July 25, 2012. Chame...

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