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Food Fight!!
Worked on the MunnyWorld Food Fight project as a rigging artist, animator and render wrangler.
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Modeling a Face
Modeling in 3D can be fun and occasionally frustrating but nothing is more painful that trying to model a face that can deform without breaking when it moves. If you are studying topology then you understand what I mean when I say that. In my opinion, the true skill of modeling comes in when a…
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14 Steps to Handle Graduating with an Animation Degree
Once the grueling process is over and you have officially collected that coveted degree in Animation, life can suddenly seem full of possibilities and yet utterly petrifying. The level of petrifying depends on how optimistic a person you are but I think it is common to feel a little lost. Having been through this process…
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Beginning Animation: Pre-production and why it’s important
Story-boarding is the art of making sure issues of timing, cameras and composition are sorted out. These are important decisions to make to ensure the readability of your animation. Remember, a story is no good if nobody can make sense of it. Placing a character into a scene is an art, but the bigger challenge…
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Rotation Orders and Gimbal Locks
This has been picked up directly from a really nice post I found at this blogger’s site: http://thinkanimation.blogspot.com/2007/03/maya-rigging-gimbal-big-no-no.html So the video isn’t attached (and it wasn’t there on the site either)
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Interview – The Occasional Shopper
Oct 2011 Interviewed by The Occasional Shopper: online magazine for the National College of Arts Lahore. Pakistan. Find the story here.
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American Martyr – Clip
This was a short promotional animation commissioned by Armistice Media to accompany a book launch. I worked as a an animator and rotoscope artist on this.
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Commander Safeguard Ep 2
A continuation of the Commander Safeguard series commissioned by P&G Pakistan. I worked as a lead animator, rigging artist and supervised a team of junior animators for secondary characters.
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Shader Recap
Shaders are more commonly known as shading networks, because they rarely ever include one item (node). What a shader network is, is a shading group which has a surface material connected to it. The shading group engine is what’s actually connected to your model, or, more specifically, the shape node of your model (this is…