PROFILE
COURTNEY OSBORNE
I am an student currently specializing in 3D Character Animation. I am looking to share my passion for animation, and further my skills and knowledge throughout the industry. My artistic mindset combined with my technological understanding is an aspect of my work, that I always take time to really push forward.
I make it my job to ensure my communication skills are strong, as well as my motivation to constant adapt to all different challenges of work I may encounter.
EMAIL:
University: 1022500@student.sae.edu.au
Personal: murdocnfloyd@gmail.com
Social media links:
Art Station: courtney_l_osborne.artstation.com
Instagram: @WizardPhogg
SKILLSET:
3D Animation
Experience with using MAYA for animation purposes
Unreal Engine 4, experience using this software to create our interactive experience.
Experience in After Effects
SOFTWARE USED
RIGGING
James Goodchild
Kaleb Treloar
STAGES OF DEVELOPMENT
UNREAL ENGINE WORK
CURRENT SCENE
Here is the progress that I have made so far in terms of my asset layout and getting a rough idea for how I want things to start looking in my scene. So what I've done is created high rise buildings all set in the background of my scene, this is showing how small the character is that is centered as the focal point for the scene. The position of the buildings is meant to give off an overwhelming, suffocating approach when we look at them, and see how they are towering over, controlling the world. These higher buildings signify the richer type of people throughout the society, as seen by their complex structures, and height, though what I've done to distinguish a difference between the rich and poor, is place the urban looking structures, smaller, old looking type of buildings at the bottom of the scene to show they are of less power than the high rise ones.
BUILDING LIGHTING AND COLOUR
Going forward in creating my environment, I am beginning to add some lighting effects into my scene by adding "atmospheric fog". This is currently projecting that blue/cyan tinge your seeing on the surrounding environment, and adding a sort of ""glow" effect to the scene. This is exactly what I was aiming for with my colour palette, and seeing how I can create this type of look from the atmospheric fog, I started to wonder, how could I incorporate this into my foreground of my environment.
My final export for the second Yagan test was a very stressful process in which lots went wrong. I had to find a way to make everything work within the last hour before submission, so I had to basically select everything throughout my scene and rotate it on the axis and then find a way to make sure that it fits within the frame that we are required to use for Yagan. There is a lot to consider with the mask that we are needing to use for Yagan and we have a big responsibility to make sure that we get everything to fit within the framing and composition must be correct when displaying on the Yagan tower screen.
LIGHTING THE ENVIRONMENT
There has been a lot of changes to the environment since the last screen test. I have had to not only move things around within my scene, but also make a change to the lighting elements throughout the scene. This also includes the sharpness aspect to the render, that was causing a lot of different weird flickering within the scene, and the lighting coming across very sharp and jaggered along the edges.
CREATING CHANGE
This is some of the different ways in which I have changed the scene around and made the changes to the composition within the scene. I have followed the recommendation of adding a sense of direction with the use of angled buildings. The way I have gone about this is creating the angle of focus and seeing how I can use light to direct the eye to the building within the center of the scene.
This is the changes that have been made to the scene. I have made a clear triangle throughout the center to create a fantastic point of focus for the viewers eye when placed in the foreground of the scene. I have got a clear way of understanding the point of focus, just by changing rhe direction of the buildings throughout the scene. It has made it more clear and I feel more confident in creating this point of focus.
ANIMATION WORK IN MAYA
DYNAMIC ANIMATION PRACTICE (SPEC)
This is the practice that I had been doing throughout the first few weeks of class. Just trying to understand the rig and the what it was capable of. Trying to see the different ways that I can alter the rig and take a closer look at the movements the character can perform in order to show smooth motion.
EARLY STAGES OF ANIMATION (YAGAN)
Showing the blocked out segments and key poses for my character. We can see how I have chosen to go for a stepped view which was very much recommended by my lecturer to do, as it gives us a way more accurate view of all key frames within my scene, allowing me to go back to any at anytime, and understand why something may need adjusting or changing, based upon that one key pose.
BLOCKOUT (EARLY STAGES)
This is the early stages of my characters walk cycle block-out, its not very long, only to get to the cat and that is it, Though he is taking smaller strides from the standing position, and into a full walk. This is the block-out stage of this process and we got to see an outlined view of how the character will be walking.
YAGAN SEQUENCE ANIMATION ( A HUGE CHANGE / BLOCKED W REFERENCE)
This is the new version of the animation, this being the entire sequence. The sequence needed a huge change since my discussion with Tim, and I have been able to get this finished and updated. I have got a lot of new ideas and thoughts that I will be putting into the sequence. I have made a new SB outlining the new sequence for the scene, showing how the characters are going to interact and behave on screen, along with a few aspects that Ive changed along the way.
This is a blocked view of my animation just showing the basic outline for the movement of the character so we can properly get the idea of how things are going to be looking and how I am planning on getting the story across. I feel that I am on the correct track in terms of the animation and will be focusing more on the cats animation for the next WIP.
SPLINED VERSION
ARTSTATION LINK: https://www.artstation.com/courtney_l_osborne