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Bryan Morris Portfolio
Dev Logs
Latest post - 9/18/2023, 1:43 AM
Latest post - 9/18/2023, 1:43 AM
No content was provided.
Latest post - 9/18/2023, 1:43 AM
No content was provided.
1 minute drawing per pose was a struggle for me. at least I like the motion so far. Based on "Bodies in Motion" website.
Taking a break by doing a posing exercise and honor Akira Toriyama. But ngl this Maya rig was annoying to use.
There is a few things I want polish further, but I'm happy with how much I learned from this run cycle. Hoping to move on to another game anim project soon.
tried fixing feet motion path, translating the hips on x axis, and adjust knee poses. But something feels off on this goon's legs. After that's fixed I want to polish his upper body.
Making another mood board for a platform fighting character my friend is designing. Want to get a mix of airhead girl, circus performer, gymnastic/acrobatic.
My spline blocking progress on my run cycle for my Portfolio class hw. Also hoping to make this anim game ready later on.
Made a moodboard for my upcoming henchman animation. Trying to get this vibe.
Did some pose exercises, but got a lot of feedback so I need to apply it to make them better. I tried to make an idle pose, an anticipation attack pose, and a victory pose.
Tried looking back at my dive roll-blocking animation in Maya. I am not satisfied with the distance this dive roll goes. I need to find a better reference that travels further distances to implement a dodge in Unreal.
Testing out boss cutscene trigger in Unreal. Camera and animation still need a ton of work but I'm experimenting. Any feedback helps.
Got dust and sound to trigger when my player feet connect to the floor on Unreal.
Got an action cam so I can test out first-person reference for animation.
Goth cloth simulation to work on her tassel. Forgot to separate my two costume meshes while testing. Will fix it later.
trying to polish up my run with animation layers in Maya. Then Ill update the run in unreal.
Bryan Morris Portfolio - Projects - DevLUp
1 minute drawing per pose was a struggle for me. at least I like the motion so far. Based on "Bodies in Motion" website.
Taking a break by doing a posing exercise and honor Akira Toriyama. But ngl this Maya rig was annoying to use.
There is a few things I want polish further, but I'm happy with how much I learned from this run cycle. Hoping to move on to another game anim project soon.
tried fixing feet motion path, translating the hips on x axis, and adjust knee poses. But something feels off on this goon's legs. After that's fixed I want to polish his upper body.
Making another mood board for a platform fighting character my friend is designing. Want to get a mix of airhead girl, circus performer, gymnastic/acrobatic.
My spline blocking progress on my run cycle for my Portfolio class hw. Also hoping to make this anim game ready later on.
Made a moodboard for my upcoming henchman animation. Trying to get this vibe.
Did some pose exercises, but got a lot of feedback so I need to apply it to make them better. I tried to make an idle pose, an anticipation attack pose, and a victory pose.
Tried looking back at my dive roll-blocking animation in Maya. I am not satisfied with the distance this dive roll goes. I need to find a better reference that travels further distances to implement a dodge in Unreal.
Testing out boss cutscene trigger in Unreal. Camera and animation still need a ton of work but I'm experimenting. Any feedback helps.
Got dust and sound to trigger when my player feet connect to the floor on Unreal.
Got an action cam so I can test out first-person reference for animation.
Goth cloth simulation to work on her tassel. Forgot to separate my two costume meshes while testing. Will fix it later.
trying to polish up my run with animation layers in Maya. Then Ill update the run in unreal.