Personal Artist Statement
My artwork looks like there was effort put into the projects because there are extra
elements in almost all of the projects. The animations look well thought and clean without anything missing most of the time. The subject matters of my projects are physics, rigging, posing, and animating inanimate objects. The elements most obvious in my artwork are anticipation, pose to pose, follow through, arcs, secondary action, and timing.
My artwork is made from the 3D Animation program called Blender. To create my work, i use youtube to look at tutorials to learn new tricks in Blender. First, you have to create what you are going to animate. Then, you need to create separate keyframes to make whatever you made actually move the way you want it to. After you finish the keyframing, you can fix up your lighting and materials. This is an extremely part of animating because the lighting and materials can make or break your project because if you do those two things well, you’re project could look amazing even if you didn’t put a lot of effort into your work. Once you’re done with that, you render the image or animation and you’re done.
My artwork was inspired by my own vision of animations. I try to make everything I make an individual work and somewhat unique. For example, I didn’t model my freeze ray after anything but instead I made it from what I thought it looked like in my head. My work doesn’t express any personal or social issues but I do try to incorporate animations that I remember as a kid like in my walkrun action animation, I tried to make it look like a very memorable animation from Mario. I showed excitement in my robot animation when the robot jumps up and down and then it becomes tired from all that jumping and then lays down like it’s taking a rest. In the walkrun animation, the rig shows pain because after he punches the brick, he hold his hand as if it’s in pain.
My goals as an artist were to show the viewer what I was capable of and prove that I don’t just go for the standard and I like to go a little above average. A lot of my pieces this year helped me achieve this goal. For example, I had the bouncing balls with physics that looked like it had a lot of effort put into it. There were many extra elements that made it look complicated but clean. There was also the walkrun action with the mario block and the freeze ray that I personally think is a nicely modeled freeze ray. All of these pieces helped me achieve my goals because personally, I think that my projects turned out pretty nice and went above standards in some aspects. Although I’m not very good at animating some things, other part of my projects might have made up for the parts lacking.
All of my final pieces of my artwork turned out mostly like how I thought it would turn out but if I were to complain about one thing in my animations, it would be how my rig warps when I move certain parts like the arms and legs. This made it look very weird but in my opinion, it wasn’t too bad. To be honest, I don’t really have a vision of how I want my final piece to look but I work on it along the way. As I am making the project, I think of what could make it better even by a little and work with it. Eventually, I might turn out with a project that is above and beyond standards hopefully. The pieces that I made in this class will influence future projects by making me think differently about how I want to work on it. This class really helped me understand how not to procrastinate and time my work properly. In the artwork aspect, I will work differently by creating extra parts in my artwork that work together with parts of my project. The final project should turn out with many different, individual pieces working together to make something that
works together. The biggest way that my future artwork will be influenced is by the character that I gained in this class. I learned not to get frustrated with things that just don’t work out and try to keep calm because when you work frustrated, you get much less done than you would with a calm mind.
My artwork looks like there was effort put into the projects because there are extra
elements in almost all of the projects. The animations look well thought and clean without anything missing most of the time. The subject matters of my projects are physics, rigging, posing, and animating inanimate objects. The elements most obvious in my artwork are anticipation, pose to pose, follow through, arcs, secondary action, and timing.
My artwork is made from the 3D Animation program called Blender. To create my work, i use youtube to look at tutorials to learn new tricks in Blender. First, you have to create what you are going to animate. Then, you need to create separate keyframes to make whatever you made actually move the way you want it to. After you finish the keyframing, you can fix up your lighting and materials. This is an extremely part of animating because the lighting and materials can make or break your project because if you do those two things well, you’re project could look amazing even if you didn’t put a lot of effort into your work. Once you’re done with that, you render the image or animation and you’re done.
My artwork was inspired by my own vision of animations. I try to make everything I make an individual work and somewhat unique. For example, I didn’t model my freeze ray after anything but instead I made it from what I thought it looked like in my head. My work doesn’t express any personal or social issues but I do try to incorporate animations that I remember as a kid like in my walkrun action animation, I tried to make it look like a very memorable animation from Mario. I showed excitement in my robot animation when the robot jumps up and down and then it becomes tired from all that jumping and then lays down like it’s taking a rest. In the walkrun animation, the rig shows pain because after he punches the brick, he hold his hand as if it’s in pain.
My goals as an artist were to show the viewer what I was capable of and prove that I don’t just go for the standard and I like to go a little above average. A lot of my pieces this year helped me achieve this goal. For example, I had the bouncing balls with physics that looked like it had a lot of effort put into it. There were many extra elements that made it look complicated but clean. There was also the walkrun action with the mario block and the freeze ray that I personally think is a nicely modeled freeze ray. All of these pieces helped me achieve my goals because personally, I think that my projects turned out pretty nice and went above standards in some aspects. Although I’m not very good at animating some things, other part of my projects might have made up for the parts lacking.
All of my final pieces of my artwork turned out mostly like how I thought it would turn out but if I were to complain about one thing in my animations, it would be how my rig warps when I move certain parts like the arms and legs. This made it look very weird but in my opinion, it wasn’t too bad. To be honest, I don’t really have a vision of how I want my final piece to look but I work on it along the way. As I am making the project, I think of what could make it better even by a little and work with it. Eventually, I might turn out with a project that is above and beyond standards hopefully. The pieces that I made in this class will influence future projects by making me think differently about how I want to work on it. This class really helped me understand how not to procrastinate and time my work properly. In the artwork aspect, I will work differently by creating extra parts in my artwork that work together with parts of my project. The final project should turn out with many different, individual pieces working together to make something that
works together. The biggest way that my future artwork will be influenced is by the character that I gained in this class. I learned not to get frustrated with things that just don’t work out and try to keep calm because when you work frustrated, you get much less done than you would with a calm mind.