Blog » Khaos Kollective https://www.khaoskollective.com/category/blog/ Don't Sweat The Technique Sat, 15 Jun 2024 03:49:46 +0000 en-US hourly 1 https://wordpress.org/?v=6.6.2 https://www.khaoskollective.com/wp-content/uploads/2021/04/cropped-SiteFavIcon-32x32.png Blog » Khaos Kollective https://www.khaoskollective.com/category/blog/ 32 32 The Eerie Ensemble: Character Design For Streams And VTubers https://www.khaoskollective.com/2024/06/14/character-design-for-streams-and-vtubers/ Sat, 15 Jun 2024 03:49:42 +0000 https://www.khaoskollective.com/?p=16396 IntroductionI’m excited to share my journey as I bring a couple characters to life that have been stirring in my head for awhile. In this project, you’ll see character design for streams And VTubers for my characters: Pikebound Pete and Bloatbelly Benny, also known as the Eerie Ensemble. Project Overview Pikebound Pete was once a [...]

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Introduction
I’m excited to share my journey as I bring a couple characters to life that have been stirring in my head for awhile. In this project, you’ll see character design for streams And VTubers for my characters: Pikebound Pete and Bloatbelly Benny, also known as the Eerie Ensemble.

Project Overview

Character Design - Pikebound Pete

Pikebound Pete was once a simple peasant, caught in the turmoil of a raid. While fleeing his farm, he met a gruesome end and was beheaded. Bloatbelly Benny found his lifeless body, stitched Pete’s head back on, lopped off his appendages, and impaled him with a pike, using him as a macabre puppet.

Character Design - Bloatbelly Benny

Bloatbelly Benny is the spoiled, morbidly (that’s convenient, isn’t it?) obese son of Malek The Merciless. Growing up in the shadow of his father’s ruthless conquests, Benny developed a taste for the macabre. Despite his privileged upbringing, he is both feared and ridiculed by those around him. Benny’s humor is a disturbing mix of morbid jokes and comedic antics, often involving his “puppet” Pete.

Goal
My goal is to sculpt/paint these characters in Zbrush, then take them into Substance for some texture and finally into Maya for some rigging and animation. By the time I’m done with them, Pete and Benny will be ready for stream animations, cinematic shorts, game engine import and vtuber usage.
I’ll push my skills further in each stage and do my best to document the lessons I learn along the way. Hopefully, this will serve as insight on the process for other artists and maybe garner some additional prestige for the work we, as artists, put into this kind of stuff. Not that a 3D artist doesn’t already carry an awe value by simply doing what we do, but I feel like that mostly comes from other artists and not really from the collective.

What are the stages?
In the upcoming content, I’ll break down each step of the process for both characters, starting with Pikebound Pete. Here’s a sneak peek at what you can expect:

Sculpting the Foundation: Establishing the base shapes and proportions.

Adding Details: Refining features, muscles, and clothing.

Painting: Creating realistic paint in ZBrush and bringing the character to life.

Retopology: Both characters will run the previous 3 steps individually. Then we’ll go through a retopology phase where I’ll clean up the mess I’ve made in preparation for textures and rigging.

Textures: We’ll take the new topology and throw it in Substance to give it a more finalized look. The painting I did in ZBrush will serve as my guide, but we’re ultimately looking to achieve better quality.

Rigging for Animation: Finally, my most familiar phase in the process. Putting the joint structure and control system into place for believable animations.

Join The Conversation
I’m eager to hear your thoughts and feedback as I progress. If you have any comments as I work through all this, you’re welcome to post it here or on the socials I’ll be posting additional content to:

YouTube
Tiktok
Discord
X

Thanks for joining me on this journey. I’m sure I’ll face a few challenges along the way. Going the distance is pretty tough when the self-criticism unexpectedly surfaces. It can be easy to get caught up on the details and let the inner critic win, but having others along for the ride helps silence that pesky sonofa bitch.
Also, if you’re starting your own project, I’d love to see your progress as well. We can work through the obstacles together!

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Sculpting A Nose For Practice https://www.khaoskollective.com/2024/05/17/sculpting-a-nose-for-practice/ Sat, 18 May 2024 05:51:19 +0000 https://www.khaoskollective.com/?p=16377 On to day 3 of sculpting anatomy to improve my ZBrush skills, the nose. I’ve started to realize that although the idea to sculpt only 1 feature is great for a focused effort; plopping something like a nose, eye or mouth down on a sphere doesn’t give me any context for how they’re represented in [...]

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On to day 3 of sculpting anatomy to improve my ZBrush skills, the nose.

I’ve started to realize that although the idea to sculpt only 1 feature is great for a focused effort; plopping something like a nose, eye or mouth down on a sphere doesn’t give me any context for how they’re represented in relation to the rest of the face. There are structures immediately surrounding each feature that define character and emotion that I should also read into.

So, instead of sculpting on a blank sphere, I’ll now build off of the last sculpt and see where it takes me. There aren’t many things I can call out as lessons learned during this sculpt aside from knowing I needed the areas next to the nose to achieve something believable.

Maybe, I should point out the different parts of the nose for reference since it’s helpful to know them and see the muscles that form them.

Here’s a reference image I found with useful labels on key landmarks. Some of the areas that seem more commonly defined on a male’s nose would be the supra alar crease, glabella and tip of the nose. Females seem to have much smoother shapes to their nose. Even though a certain part of the nose like the supra alar crease might be more pronounced on some females, the entire shape as a whole tends have softer angles.

Here’s another displaying the muscles underneath:

Below is a video of my process on the nose:

@mayjormayham Sculpting someone a day at a time, 1 feature a day. Who do you think this will be? #artist #creative #art #3d #3dart ♬ 1901 – Instrumental – Phoenix

Here’s a link to my previous post in case you’re interested in the mouth sculpt leading up to this one

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Sculpting Anatomy To Improve Overall Sculpting Technique https://www.khaoskollective.com/2024/05/15/sculpting-anatomy-to-improve-overall-sculpting-technique/ https://www.khaoskollective.com/2024/05/15/sculpting-anatomy-to-improve-overall-sculpting-technique/#comments Thu, 16 May 2024 06:37:03 +0000 https://www.khaoskollective.com/?p=16366 I’ve decided to dedicate the next month to practicing anatomy every day. By doing so, my sculpts should improve overall.At this point, I’m already a week into it and I can see major improvement in my understanding of facial forms. Instead of just sculpting 1 piece of anatomy and throwing the sculpt into a folder [...]

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I’ve decided to dedicate the next month to practicing anatomy every day. By doing so, my sculpts should improve overall.
At this point, I’m already a week into it and I can see major improvement in my understanding of facial forms. Instead of just sculpting 1 piece of anatomy and throwing the sculpt into a folder to never be revisited, I’ve started to turn it into an actual face.
The first day was the eye. Below is a screenshot of how that turned out. Not too bad, but obviously there’s room for improvement. Learned some really useful techniques along the way though.

For instance, I’ve found it much easier to form eyelids by first establishing some basic form around the eye socket. Nothing too precise, but enough mass to have an idea of where the eyebrow is, the bridge of the nose and cheekbone.
Then, take the DamStandard brush and draw out the shape of an eye. Similar to how you would do it in 2D. Once that’s done, inflate the mass in the middle of that shape. It’ll definitely look weird at first, but there’s a method to the madness.
Also, here’s a huge lesson I learned to easily establish forms without fighting ZBrush too much. In this block out phase, sculptis pro mode tends to be a game-changer. I was originally taught to use dynamesh to block out, but I now disagree with that approach. Dynamesh has it’s purpose, but when you just need to push and pull mass around to establish form, sculptis will get you there.

Anyway, after you’ve inflated the eye lids, append a sphere, scale it and position it where the eyeball would go. There’s plenty of nuance to this, but it’s difficult to explain in text and I simply didn’t capture pics to elaborate. I’ll do that on a later post when I share the progress I’m currently at.
Now, deflate the lids until they wrap around the eyeball as eyelids do. Use pinch to define the edges and clay tubes to add mass in areas where you’d find fat deposits.

I know that tiny bit of text isn’t enough to establish a good workflow for yourself, but I’m mostly just blogging all this out to solidify the techniques in my mind. If there’s anyone out there actually reading this and would like a demonstration, I can make a video.

Ok. Now that eyeball was only the first sculpt. Day 1. Where things have developed from here is actually pretty shocking to me. Day 3 and forward will all be separate posts, but I want to combine day 1 and 2 here.

My 2nd day, I focused on lips. Here’s the reference I used

This led to a pretty decent sculpt and it actually wasn’t the only reference I used, I just can’t find the other one right now. The other reference showed the muscles under the skin so it made it easier to visualize where to put the mass.

I’ve taken to TikTok, Instagram, Twitter and YouTube to post clips of the process. If you’d like to check those out, here are the links:

@mayjormayham Sculpting someone a day at a time by only sculpting 1 feature every morning. Who do you think this will be? 'Dystopia' by Neutrin05 is under a Creative Commons license (CC BY 3.0) Music promoted by BreakingCopyright: http://bit.ly/Neutrin05-Dystopia #artist #creative #art #3d #3dart ♬ 1901 – Instrumental – Phoenix

More to come. If you enjoy this post, please leave a comment below. Although I do like to use this blog to record my progress, I tend to keep a majority of the info in written form. If there’s an audience that actually wants to read this stuff regularly, I can post more often.

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Maya Pymel UI Layouts https://www.khaoskollective.com/2022/10/23/maya-pymel-ui-layouts/ Mon, 24 Oct 2022 04:27:17 +0000 https://www.khaoskollective.com/?p=12990 The post Maya Pymel UI Layouts appeared first on Khaos Kollective.

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Ok… Maybe I overreacted.

In the last post, I was questioning the logic behind the way things were structured for pymel UI layouts. The format is new to me so it seemed overly complicated for someone who has spent plenty of time playing with HTML/CSS table layouts. There’s a hierarchy there that makes sense to me and positioning is x and y values in relation to the pixels across the screen or a percentage of them.

The posts that follow will have more detailed information about how several pymel UI layout commands work and I’m going to try to give solid examples that’re helpful for someone that knows how to code, but doesn’t know the syntax.

Ultimately, my goal with these posts is to help myself absorb the information so that I can become more fluent with pymel and hopefully it’ll provide guidance to others in the process.
If you’re struggling to retain information on the topic, try writing notes or commenting on these blog posts. That’s what I’m doing. It’s just in a public format.

 

Alright then, what are pymel ui layouts?

They’re a collection of commands that allow you to format your cool new user interface in different ways. Below are the available commands according to the maya help site. I’ll be going through each one in detail with separate posts and videos. Once those posts and videos are done, I’ll update the info in each command’s panel. 

Commands

columnLayout

This command creates a layout that arranges its children in a single column.

Create a dockable control, also known as tool palette or utility window. Dock controls are secondary windows placed in the dock area around the central control in a main window. Dock windows can be moved inside their current area, moved into new areas and floated (e.g. undocked). Dock control consists of a title bar and the content area. The titlebar displays the dock control window title, a float button and a close button. Depending on the state of the dock control, the float and close buttons may be either disabled or not shown at all.

This command creates a layout that arranges its children along a single line (either horizontal or vertical). Depending on the value of the -wrap boolean flag (default is false), if the layout’s parent cannot fit all the children on one line, the children will either wrap onto the next line(s) or be truncated.

This command creates a form layout control. A form layout allows absolute and relative positioning of the controls that are its immediate children.

This command creates frame layout control. A frame layout may draw a border around its child controls as well as a display a title. Frame layouts may also be collapsable. Collapsing a frame layout will make the child of the frame layout invisible and shrink the frame layout size. The frame layout may then be expanded to make its child visible. Note that the frame layout may have only one child control. If you wish to have more than one child inside a frame layout then you must use some other control layout as the immediate child of the frame layout.

This layout arranges children in a grid fashion where every cell in the grid is the same size. You may specify the number of rows and columns as well as the width and height of the grid cells.

This command allows you to edit or query the properties of any layout. The argument is the name of the layout.

Create a layout containing a menu bar. The menu bar will appear and behave similar to any menu bar created with the ‘window -menuBar true’ command. Menus may be created with a menuBarLayout as their parent. Child controls are simply positioned to fill the menuBarLayout area beneath the menu bar consequently, some other layout should be used as the immediate child.

This command creates a pane layout. A pane layout may have any number of children but at any one time only certain children may be visible, as determined by the current layout configuration. For example a horizontally split pane shows only two children, one on top of the other and a visible separator between the two. The separator may be moved to vary the size of each pane. Various other pane configurations are available and all display a moveable separator that define the size of each pane in the layout.

This command creates a rowColumn layout. A rowColumn layout positions children in either a row or column format.

This command creates a layout capable of positioning children into a single horizontal row.

This command creates a scroll layout. A scroll layout is useful for when you have a number of controls which cannot all be visible at a time. This layout will display a horizontal and/or vertical scroll bar when necessary to bring into view the hidden controls. Since the scroll layout provides no real positioning of children you should use another control layout as the immediate child.

This command creates a new empty shelf layout. The shelf layout can accept drops of commands scripts. Use the addNewShelfTab MEL command to add a shelf to the top level shelves.

This command creates/edits/queries a shelf tab group which is essentially a normal tabLayout with some drop behaviour in the tab bar. A garbage can icon can appear in the top right corner to dispose of buttons dragged to it from shelves.

This command creates a tab group. Tab groups are a specialized form of control layouts that contain only control layouts. Whenever a control layout is added to a tab group it will have a tab provided for it that allows selection of that group from amongst other tabbed control groups. Only one child of a tab layout is visible at a time.

Create a toolbar. Tool bars are movable panel that contains a set of controls. They are placed in the tool bar area around the central control in a main window. Tool bars can be moved inside their current area, moved into new areas and floated.

Creates and manages the widget used to host windows in a layout that enables docking and stacking windows together.

The Workspace Layout Manager loads and saves the layout of the various toolbars and windows in the user interface. This command allows listing and managing their properties.

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Making A Control Creator For Character Rigging https://www.khaoskollective.com/2022/10/20/making-a-control-creator-for-character-rigging/ https://www.khaoskollective.com/2022/10/20/making-a-control-creator-for-character-rigging/#comments Thu, 20 Oct 2022 14:53:22 +0000 https://www.khaoskollective.com/?p=12977 The post Making A Control Creator For Character Rigging appeared first on Khaos Kollective.

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Scripting a toolset that’ll create controllers for my rigs will take me to another level.

This week’s agenda has been another adventure into Pymel and the efficiencies I can achieve by applying my scripting experience into rigging. 

As you can see in the image above, I’ve begun to learn how to place buttons in a UI layout within Maya. Pymel is a pretty welcoming language, but I hope whoever came up with the layout commands jams their toe on a doorway tonight… Why was this created like this?! Maybe I’m being too critical of something I’m still learning, but I rode the struggle bus for hours. There’s nearly no decent videos on this topic and the documentation is vague in the important areas.

So, I’ve made a mental note to make videos covering the subject in detail in the future. As an up and coming technical artist/character rigger, it’s your duty to make the path to being proficient in the industry a little less bumpy on your way up. If it’s not, it should be. That’s my opinion at least…

Anyway, into the details of the overall plan.

The posts that follow this one will be more detailed about how each part is made.

Toolsets in Maya can be extremely helpful by minimizing time spent doing repetitive tasks. As a character rigger, your goal is to provide a system that is intuitive from the animators perspective. In order to do that, consistencies need to exist in the rig you create.
If an animator hops from one character to another and the icons are all different, operating in different ways and randomly colored, you’re asking for trouble. Or you think it’s funny to watch others struggle to make something great and that makes you just– you’re just evil.

Therefore, toolsets are created. If you use a standard toolset to make the rig, you’ll be using controllers that’re clearly defined. Well.. Hopefully, the toolset gives that level of detail. Aside from that, it’ll also limit errors made on the rig if the same steps that’re usually repeated multiple times are scripted instead.
I can’t be the only one that’s gotten to the polishing stage of my skin weights only to realize that I never froze transforms on the finger joints…

In conclusion

As I said earlier, the posts that follow this will go into detail on the various parts of the toolset that I’m creating. I’m not sure I’ll release the full code when it’s completed, but I’m planning to share the journey as I create it. I’m still learning Pymel and my code will have plenty of reasons to return to it and make it more efficient. With some luck, sharing the iterations will provide a good source of information for you and others to create their own.

Related videos:

Coming soon…

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Back On The Blog Thing! https://www.khaoskollective.com/2022/10/18/back-on-the-blog-thing/ Wed, 19 Oct 2022 04:29:07 +0000 https://www.khaoskollective.com/?p=12970 I've returned from my hiatus and will now be flooding this site with status updates.

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I’m marking my return right here!

I know, I know… I’ve neglected this site for far too long. The cobwebs have overwhelmed every corner of it and I’m back to clean it up!

The past 3 years have been a long hiatus where I just spent my days consuming all that I could about the 3D animation world. As much as I could physically and mentally endure, I did.
So, that has now put me in a position to offer better art and I’ve got a new tribe within arm’s reach to build skills with.

Over the coming days there will be more and more content posted on this site.

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Venturing Into 3D For Stream Animations https://www.khaoskollective.com/2020/08/25/venturing-into-3d-for-stream-animations/ Tue, 25 Aug 2020 16:25:55 +0000 https://www.khaoskollective.com/?p=12605 I haven’t posted much on here lately. It’s been a crazy year altogether, but aside from everything happening with concern to work in the US and the COVID related lockdowns, I’ve been working hard on 3D modeling. Soon, I’ll be making animations on a level that very few have seen on Twitch streams. It’s just [...]

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I haven’t posted much on here lately. It’s been a crazy year altogether, but aside from everything happening with concern to work in the US and the COVID related lockdowns, I’ve been working hard on 3D modeling. Soon, I’ll be making animations on a level that very few have seen on Twitch streams. It’s just a matter of time.
I figured while I have a break in my crazy schedule, I’d post an update and showcase some of the models I’ve completed. They’re just lacking the textures. Keep in mind, most of these objects were never meant to be textured. I may texture them some day but they were primarily made for the sake of learning modeling techniques like extrusion and edgeflow.
The 2 that are textured (the Lucifer’s Long Island and the icechest) were primarily for learning texturing.

Lucifer’s Long Island was inspired by Cuphead. I’ve always been a big fan of the game not only because of the challenging gameplay and intriguing reminiscent storyline, but Max Fleischer art styles are awesome. So when I was given the bottle to texture, the idea came to mind thanks to the fond memories playing Cuphead.

3D Ice Chest
The ice chest was a glimmer of World of Warcraft lingering in my mind. I honestly don’t remember if there was an instance where I encountered a similar chest in WoW, but I thought of the art styles within the game and for some reason, this is what came out of it.
3D Epic Book
This book was quite the challenge. I think it took me around 6 hours to model it, but I think I’ve nailed the edge flow. Learned a lot along the way too. Creating the decorations on the front and the straps along the opening side were welcomed challenges. I’ll likely texture this as soon as I get the opportunity.
With this candle, I learned how to produce a 3D shape with tools CV curves and revolve. Very, very handy tools. I can see them being used often in the future.

At this point, I’ve realized that if I continue to post all of my models within this 1 post, it’s going to be huge and I simply don’t have the time to post all of them today. I’ll break this up into multiple blog posts. It’s going to be a journey to producing 3D stream animations, but I think I’m well on my way. See you next round!



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Starting The Year Right! Going Hard on Social Platforms Relevant To Twitch. https://www.khaoskollective.com/2019/02/04/starting-the-year-right-going-hard-on-all-relevant-platforms/ Tue, 05 Feb 2019 05:20:32 +0000 https://www.ninjaginza.com/?p=3495 Hi again! It’s the beginning of 2019 and I’m hitting the ground running. Opening up new social accounts, creating more animations and I even started up the Twitch stream again. I’m not a firm believer in waiting til the calendar rolls over to start doing the “right” things but something sure has me putting in [...]

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Hi again! It’s the beginning of 2019 and I’m hitting the ground running. Opening up new social accounts, creating more animations and I even started up the Twitch stream again.

I’m not a firm believer in waiting til the calendar rolls over to start doing the “right” things but something sure has me putting in a lot of work this week. As a matter of fact, right after this post I’ll be streaming!

So. I wanted to give everyone a heads up on what I’m up to and why I’m opening up to all these other social platforms relevant to twitch.

Instagram

Making An Impact With Pictures and Video.

First up is Instagram. Easily one of the most overlooked if you’re a gamer that doesn’t spend much time browsing through timelines.

Instagram is an incredibly lucrative place to grow a following from what I’ve learned. The amount of hashtags you can include in a post allow you to bring a bunch of new people into your community without your post being counted as spam due to a hashtag limit like Twitter does.

I’ve been posting animations on Instagram with about 10-15 tags and each post has drawn in atleast 10 follows. If you’re the photogenic type that likes to take selfies and include cool captions, this is the prime location to grow a following FAST.

My goal here is to create another environment for my animation portfolio. And what better place to get feedback on a visual piece of work than a social media platform that caters to visual posts.

Daily Twitch Streamer Hunt

I’ve also started a daily hunt for Twitch streamers in order to help upcoming streamers get some more attention. Everyday, I hunt down a streamer either in my Discord server or on Instagram and I create an animation for them. Then I post it on my Instagram with tags to help promote their channel.

Twitter

Keeping The Community Up To Date With Tweets.

Next is Twitter. The prime location to grow… an argument lol. Seriously, if you enjoy a good argument this place is where you’ll find them, but that doesn’t mean it doesn’t serve a growing streamer. If you need some tips on growing a community, check out this article on growing one.

I’ve watched multiple new streamers hop on Twitter and get a few follows from the #supportsmallstreams hashtag. Hell, I hop in there and follow some of the tweeters because I need new streamers to talk to sometimes!

Posting regular status updates on Twitter will definitely keep your community informed. Doesn’t hurt to throw a tweet or 2 in the hashtag direction either. Just don’t load up with more than 2-3 because Twitter doesn’t give you the exposure you’re looking for if you do.

My goal with Twitter is to have active conversations with streamers and my followers. Like having my ear to the ground.

Etsy

Be Everywhere I’m Needed.

And finally. Etsy. Wait, that’s a crafting website isn’t it?! Yes. And no. It’s custom work. Whether it’s digital or physical.

I’m currently in the middle of creating my storefront on here, but from what I’ve seen, the customer base is definitely active in the game streamer sector of this site.

Like other social platforms, Etsy allows you to follow and have followers. This means whenever you create a new product and a follower decides to browse the site, your product will be shown to them first.

The goal with Etsy is simply to open up my doors to a different style of streamer. Twitch viewers and new streamers tend to hit Fiverr when they’re looking for custom work, but I believe that tends to be the typical video game streamer.

If you jump on Twitch and want to stream as an IRL streamer, creative streamer or board game streamer,there’s a good chance you’ll be familiar with Etsy. That’s where I’d like to be to serve streamers like you.

That’s all I’ve got for now. I hope by sharing intentions on these social platforms relevant to twitch, it’ll help you! You’re welcome to follow me on any of them and again, thank you for reading this blog!

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Latest Work – December Update https://www.khaoskollective.com/2018/12/30/latest-work-december-update-2/ Mon, 31 Dec 2018 00:00:37 +0000 https://www.ninjaginza.com/?p=3482 Hello everyone. I noticed there’s a few that like to visit this blog so it’s probably a good idea if I keep the content flowing. So, here’s an update on the latest work I’ve done and upcoming changes. I’ve been working on some animations for a friend. He’s been a streamer a little longer than [...]

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Hello everyone. I noticed there’s a few that like to visit this blog so it’s probably a good idea if I keep the content flowing. So, here’s an update on the latest work I’ve done and upcoming changes.

I’ve been working on some animations for a friend. He’s been a streamer a little longer than I’ve been and the longer he continues to stream, the more his channel name rings true. Here’s his channel: http://www.twitch.tv/oldmangamur

If you’re looking for an entertaining stream, his should definitely be on the list of most entertaining you follow. Especially if he’s streaming a horror game.

Anyway, here’s the transition I made him:

And the logo overlay:

Both projects helped me develop my skills in After Effects. In both projects I created compositions that will allow me to quickly modify the artwork used. I’m fairly confident with the skills I have, but it doesn’t hurt to step out of my comfort zone for the sake of building on those skills.

This also inspired me to look into some freelance work. So I opened up a Fiverr selling account that I’ll be posting gigs on real soon. Fiverr offers a great platform for those of us that love to tinker in Adobe applications. Plus, I need gigs to keep me focused otherwise I’ll get lost in a game all day 😆

Those gigs will also help fund the future ideas for both this site, the twitch channel and eventually the games that have been swimming around in my head for years. More about all of this in the posts to come.

I haven’t had a chance to meet any of you readers, but I want to say thank you for coming around. Although there aren’t many comments or any discussions yet, I’m grateful for the new user registrations and follows whether it’s on twitter, twitch or facebook (instagram activity coming real soon). Really. Thank you!

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