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I've really enjoyed keeping a production blog throughout my masters course so I'm hoping on over to Tumblr where I can follow some other awesome 3D artists! So you can find me here: http://harlequin-werewolf.tumblr.com/ Also, a few of my classmates are on Tumblr here: https://diebrigkuchler.tumblr.com/ https://myanimationjourney.tumblr.com/ https://picturemoving.tumblr.com/ https://tututugod.tumblr.com/ http://mayacossette.tumblr.com/
Recent posts

Cure - Film and Breakdown

After a year of planning and working I can now present my final film: Cure Cure from Leah McEwen on Vimeo . Cure - Breakdown Reel from Leah McEwen on Vimeo . Leah McEwen 3D Generalist - Showreel 2018 from Leah McEwen on Vimeo .

Cure - Posters

Cure - Feedback and Final Tweaks

After our final presentations on Friday I took on board the feedback from the lecturers and implemented it into a final version of Cure. I agreed with everything they said and listed off what needed to be fixed: The biggest issue was that the story wasn't coming across properly as the 'dying polygons' were only ever there in the first few shots and the character didn't seem to lose that many polygons. There were some camera shots that lingered for almost 10 seconds and they needed some variation. Some of the animation needed to be more obvious and expressive. There were errors in the recording from Unity, the eyes flickered and the lighting updates needed to be cut at the beginning of each camera change. The sound needed to be boasted as it didn't come across through a TV. I first fixed the issues of the dying polygons by adding more black polygons to the character that progressively spread as the film went on until she got the cure. I kept these to the

Cure - Article

It was so nice to see yesterday that an interview I did with Lucy Galloway had been published on the university website! You can read the whole thing here

Cure - Unity Timeline

I think I've said this before, but the Unity Timeline is fantastic! (Despite not playing sound). It works very similarly to Premiere Pro, a software I'm familiar with enough to transfer the skills over to Unity. For my final film, I imported my animation one file at a time and made sure they were set up correctly in the timeline before moving onto the next import. As I'm using alembic cache, I have to have a new model for each animation so after speaking to my classmate Diebrig, she told me that I can use an activation track to switch the geometry off and on which is much easier than animating it off and on. So my general timeline for 1 shot looks something like this: Now, in this first shot, the character loses two polygons which are separate cached objects meaning they need their own tracks. The first green track is an activation track for the duration that this walk cycle animation is running. The next track is the alembic cache of the walk cycle animation. The wh

Cure - Animation and Alembic Cache

On Tuesday, I ran through my animation with Brendan as there were a few shots that really needed some work. These were the ones where she falls to her knees - in my animation it was too controlled and not natural - and where she stands back up - the weight was off as she stood up. Brendan spent some time talking me through how to fix these as well as going through the rest of my animation and tidying up mistakes and errors that made the animation look less natural. However, whenever I was importing my animation to Unity in FBX form, the facial animations didn't translate very well. Some of the controls when much further than they had in Maya resulting in stretched meshes that looked unatural so I came back to an idea I'd had the other month. I had talked about using an Alembic cache in Unity as they had used this method for the Unity short film ADAM . However, this isn't yet an official Unity plug in and is only available on GitHub where the instructions are in Japanese s