Solar energy is the only alternative, and Holaluz wants us to know what are the key concepts of self-consumption.
Had the pleasure to collaborate with MIANK on the design and storyboard stages of the project.
Character Design
Meet Clarisa, our own sherpa in the world of Solar self-consumption.
We needed her to be nice and friendly, someone you would trust inmediately. Who wouldn't be friends with someone wearing green trousers and orange shoes, right?
Meet Clarisa, our own sherpa in the world of Solar self-consumption.
We needed her to be nice and friendly, someone you would trust inmediately. Who wouldn't be friends with someone wearing green trousers and orange shoes, right?
Meet Clarisa, our own sherpa in the world of Solar self-consumption.
We needed her to be nice and friendly, someone you would trust inmediately. Who wouldn't be friends with someone wearing green trousers and orange shoes, right?
From 2D to 3D
She looks 2D, but Clarisa is all 3D flesh and bones.
Miank did a tremendous job designing a flat and vivid graphic world for Clarisa, but I wanted a fast rig and more flexibility when animating, so I decided to recreate her in 3D while trying to preserve the flat and vector look.
The experiment did turn out well, and the whole process of animating her was incredibly responsive and so much fun. And the renders were lightning fast, as we used simple textures and no light setup at all.
She looks 2D, but Clarisa is all 3D flesh and bones.
Miank did a tremendous job designing a flat and vivid graphic world for Clarisa, but I wanted a fast rig and more flexibility when animating, so I decided to recreate her in 3D while trying to preserve the flat and vector look.
The experiment did turn out well, and the whole process of animating her was incredibly responsive and so much fun. And the renders were lightning fast, as we used simple textures and no light setup at all.
She looks 2D, but Clarisa is all 3D flesh and bones.
Miank did a tremendous job designing a flat and vivid graphic world for Clarisa, but I wanted a fast rig and more flexibility when animating, so I decided to recreate her in 3D while trying to preserve the flat and vector look.
The experiment did turn out well, and the whole process of animating her was incredibly responsive and so much fun. And the renders were lightning fast, as we used simple textures and no light setup at all.
Animation
This time I tried a different approach when animating. I wanted the animation to feel a bit more traditional, so after blocking and splinning in 3D, I added a posterize time effect in After Effects.
I could probably have achieved the same result by directly animating on twos in the 3D software, but after some tests I decided I felt more comfortable animating as ususal and then adding the effect on top.
I promise next time I'll work on twos. Maybe.
Some Stills