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      <image:title>blog - 2D Animation Process for Urealms Live Season 3 Finale</image:title>
      <image:caption>Midoriya Izuku from My Hero Academia</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1539823059478-J5KNQEVZDQNXSXPND1GM/2018-09-30_19-22-00.gif</image:loc>
      <image:title>blog - 2D Animation Process for Urealms Live Season 3 Finale</image:title>
      <image:caption>One Punch Man</image:caption>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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    <image:image>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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    <image:image>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production - storyboard</image:title>
      <image:caption>For the storyboard of Shot 11, which we informally called “The Human Bullet” I used Maya to generate a quick scene as reference for us to base our drawings over. This was to get a more fluid camera movement in without having to scratch our heads too much on each perspective change by hand. If we were to do the animation now, I probably would have made the models slightly more detailed with landmarks on the faces, and done more of the “slow-mo” shots as 3D storyboards as well.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1539826063117-S82UQN6R32H2BKNIOVFO/humanbullet_lineart.gif</image:loc>
      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production - lineart</image:title>
      <image:caption>Here is an early line art version of the shot. You can see we changed some timings on the final version, where the chain around the dragon’s neck is looped around several times rather than once</image:caption>
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    <image:image>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production - final</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production - Storyboard</image:title>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production - Keys</image:title>
      <image:caption>Here you can see the storyboard, and then the early keys. The keys were done by me, and then the inbetweens were done by Pat. The inbetweens are basically the filler frames where you smooth out the motion and make it look buttery. It’s important to do key based animation where you draw a start, middle and end when collaborating. If one of us were to draw the first half of the animation in order, and then the other were to draw the 2nd half, it would look and time completely different then how one of us expected. Drawing the whole animation out in a very choppy way helps keep both animators on the same gameplan.</image:caption>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production - Colored animation</image:title>
      <image:caption>As you can also see from the pre-effects shot of the sword slash, the background is left blank. That’s because to help speed things up, I decided to export all of the shots with transparency and composite them with image assets in After Effects. I could also use some fake 3D movements to create parallax and show depth in the assembled background images in After Effects as well.</image:caption>
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      <image:title>blog - Animation for Urealms Live S3 Finale: Storyboarding and Production - Final</image:title>
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      <image:title>Rufina - Unreal Engine Level - 30 Minute Sculpt</image:title>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540495407089-GM8PSSPHTJALWLZ5OL8Q/2018+turnaround+zbursh.gif</image:loc>
      <image:title>Rufina - Unreal Engine Level - Quick colorization with no hands!</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540495434780-XBCHT6PJ7BOGPR6CQXBV/Rufina_Turnaround_Model.gif</image:loc>
      <image:title>Rufina - Unreal Engine Level - Finished Zbrush Sculpt</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540422543900-4E9VYIL1M8K6TPD1VM8F/Thorn_1_2.png</image:loc>
      <image:title>Rufina - Unreal Engine Level - 2016 Design</image:title>
      <image:caption>The very first. I was proud of this at the time, mostly on the rendering of the pants and the material variance. But after modelling the character in 3D when I started messing with Blender, the design flaws became apparent.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540422894468-6MJXFIXUIS6HPNGKA7AP/Rufina_2nd_design_smaller.png</image:loc>
      <image:title>Rufina - Unreal Engine Level - Early 2017 Design</image:title>
      <image:caption>After modelling in 3D, I ended up making the eyes feel much more angular and dynamic. I felt like I could change the whole design to be sleeker and focus more on shape language. And voila, I’m still extremely satisfied with my work on this today.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540422897072-CYD9RYO3UATY7SOI11NF/Rufina_3rd_design_smaller.png</image:loc>
      <image:title>Rufina - Unreal Engine Level - Summer 2017 Design</image:title>
      <image:caption>I did this one on a Twitch Livestream, at the time I thought I was pointed towards a more PBR style material game, so I wanted more details. The details still stuck but I went with a cel shaded style in the end.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Rufina - Unreal Engine Level - PBR didn't fit as nice to me</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540495827226-VEF6UYMS728UUL0V5SWJ/UE4Editor_2018-07-27_21-51-33.png</image:loc>
      <image:title>Rufina - Unreal Engine Level - cel shade unlit looked more vibrant</image:title>
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    <image:image>
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      <image:title>Rufina - Unreal Engine Level - Materials with fresnel color edges</image:title>
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    <image:image>
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      <image:title>Rufina - Unreal Engine Level</image:title>
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      <image:title>Rufina - Unreal Engine Level</image:title>
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      <image:title>Rufina - Unreal Engine Level</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540423650907-AY8Y6I4T33SFTJYA6H8T/progress2.png</image:loc>
      <image:title>Rufina - Unreal Engine Level - This one led me to the redesign</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540423626300-N9ED0NZCT4C2IGSWG98O/THorn_HeadTurn.gif</image:loc>
      <image:title>Rufina - Unreal Engine Level</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540496783252-PWX2X98222XW19VGCG57/maya_2018-08-25_13-10-08.png</image:loc>
      <image:title>Rufina - Unreal Engine Level - Rough Layout</image:title>
      <image:caption>I knew I wanted the level to be on a steep hill to prevent players from wanting to leave the area. Even though it’s not playable, I still wanted it to look like you could jump around on the stairs and look around.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540496815282-ICVWOCXKCA3X7IKB4ZJ4/maya_2018-09-06_01-18-24.png</image:loc>
      <image:title>Rufina - Unreal Engine Level - Building UV's</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/552feb0ce4b043e3d52e02c9/1540496846710-F9YJFCNZR2SOM4P4DJSL/UE4Editor_2018-09-06_23-33-15.png</image:loc>
      <image:title>Rufina - Unreal Engine Level - Basic Materials Added</image:title>
      <image:caption />
    </image:image>
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      <image:title>Rufina - Unreal Engine Level</image:title>
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    <image:image>
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      <image:title>Rufina - Unreal Engine Level - Looks naked, add green!</image:title>
      <image:caption>This part of the process I also looked into doing correct lighting. I took off all post processing and neutralized the tone mapper and exposure settings so I could focus on the color of skylights and making sure nothing felt too dark and contrasted. I wanted an “airy” feeling.</image:caption>
    </image:image>
    <image:image>
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      <image:title>Rufina - Unreal Engine Level - Coming Together... Touch of Bloom</image:title>
      <image:caption>The tree model was made in Maya, I used Zbrush to create nanomesh cards on top of half domes for the leaves. The UV’s stayed duplicated so each card has the same UV’s across the nanomesh. The only issue I ran into was dealing with transparency and display order… That’s what happens on a time budget I suppose!</image:caption>
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  <url>
    <loc>http://www.nick-graves.com/stavhin-naas-wip-character-concept</loc>
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    <lastmod>2018-10-25</lastmod>
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      <image:title>Stavhin Naas - (WIP) Character Concept</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept - Unfinished early painting</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept - full body sketch progress</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept - With the handlebar</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept - Creepy eyes, maybe use sculptris?</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept - ..Too much Sculptris, oh well</image:title>
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      <image:title>Stavhin Naas - (WIP) Character Concept - It looks good though! 0-11</image:title>
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