Thursday, April 11, 2013

The CTN Roadtrip is upon us! #ctnroadtrip

Please join us at the 
CTN Animation Road Trip 
at the 
Burbank Arts Festival 
April 13th and 14th.
THIS WEEKEND!!!!!
the map of with me!
B-48
Come on down for festivities, beer, art, walking n talkin.
SO many good artists!
Here's the list
Alina Chau Animator, Author Illustrator
Animator Made
Brett Bean Character Designer
Mitchell Bernal Creator of Skelanimals
Sue Blanchard Illustrator
Blue Canvas Artist Networking Community
Mike Cedeno Painter
Center Stage Gallery
CGMA Online Education
David Colman Character Designer
Creative Talent Network
Craig Elliott Concept Designer
Stephan Franck Director, Storyboard Artist
Dominick Domingo Development Artist, Instructor
Arthur Fong Visual Development Artist
Walter Gatus Character Designer
Ed Ghertner Production and Background Design
Francis Glebas Director, Storyboard and Visual Development
Steven E. Gordon Director, Storyboard and Designer
Michael Humphries Art Director and Fine Art Painter
Gary Montalbano Conceptual Designer, Illustrator, Publisher
Christophe Lautrette Production Designer
LA Film School
Mike Kunkel Cartoonist at the Astonish Factory
Jose Lopez Character Designer
Sue Mantle DiCicco Childrens Book Illustrator Writer
Chris Oatley Visual Development Artist
Ruel Pascal Painter
Bill Perkins Art Director / Painter
Jeff Ranjo Storyboard Artist
Tom Sito Writer
Stuart Ng Books
Guy Vasilovich Director and Producer
Valerio Ventura Art Director, Director
Glen Vilppu Master Draftsman and Instructor
Virtual Animators
Ed Wexler Art Director
Woodbury University
Michael Yamada and Victoria Ying Designers
Dean Yeagle Cartoonist

Wednesday, April 10, 2013

3D version AND real version of 2Dbean Zombie!




This was made by Michelle Fuller Associate Course Director for Character Design and Creation at Full Sail University

Like many of us, I have been creating art (of sorts) since early childhood, but my love of animation was sparked when I saw the video "Money for Nothing" on MTV. Even though the animation was primitive, compared to current standards, I was immediately intrigued by this "new style." Years later, I attended Full Sail University and received my Associates of Science in Computer Animation degree.
After graduation, I worked full-time for three years at MG Studios, creating character and environment models, and animating for a children's program. During this time, I also worked on my own line of artwork, which was inspired by traditional Japanese mythology and art, but is more whimsical, and futuristic/steampunk in style. I've enjoyed featuring and selling my artwork at several events.
I have also worked with Shocker Toys developing a 3-D version of their toy, the “Shockini”. Next, I worked with Mihn Kieu Architectural Design's architects to model various buildings from AutoCAD blueprints for multiple business presentations. I'm also the co-owner of Agi Agi Studios, where I have modeled 3-D versions of several toys for rapid prototyping using character sheets.
Deciding to build upon my education, I returned to Full Sail University to earn my bachelor's degree. With a lot of hard work and applying to jobs like it was my full time job, I finally landed a job at Electronic Arts, where I worked on various models for Tiger Woods on all platforms from XBOX, PS3, Wii and PC.

She did an amazing fun job!  She shared this with me and am begging and pleading to get a copy myself ;)  We'll see how it goes.   Thanks Michelle for making this!

Show her some love!

Tuesday, April 9, 2013

Creatured

Florian Satzinger sent out an amazing link to some great photography of animals.  Just great reference and inspiration to be had by Andrew Zuckerman
 
Here's the morning warm up.

Monday, April 8, 2013

Work that died (but lessons not forgotten)

So sometimes you hope a project finds it's feet.  Sometimes you just want it to end...put out of it's misery.  This project was both.  I did work with Atari for a quick turnaround.  I loved all the folks I worked with but there were a lot of hands, no real time to commit, and funding was spotty at best.  I came on to do final illustrations of already finished designs.  Unfortunately they hired me too soon as most of the assets and design decisions had not been reached yet.  So much of this is testing the waters and seeing what was working.  Literally some of the characters were silhouette outlines and I was to make up the rest but adhere to an aesthetic that wasn't designed yet for the game.  I really liked the folks and love the property so I was hoping.  But here's the work that will never be. This was over 2 years old but thought it would be fun to share and explain some of the small lessons I learned out of it.

Lessons I learned and some artwork in between:

1.  Stop working and talk if the job changes drastically. 

Both parties need to be aware
     Sometimes its on purpose, but mostly production just gets fouled up.  That's why I usually go hourly because if scope, ideas, personnel, etc, change or just go out the door it doesn't matter.  You're getting paid to help fix problems and make the best decisions given the information you have.  If you are going by project, be clear and precise on what you will give them.  Both parties should know the expectations of each other.  That way, you're both happy in the end. 


2.  Stay positive even when it all points the opposite way.

It's what saves me time and time again.
Attitude reflects in your art, your life, your appearance and how that energy and life comes back to you from others.  Be the person people want to go back to, work with.  Trust me.  Find your way to cope and deal.  We all have bad days, just don't make a month out of it.


3.  A good Art director instills confidence

   This one really struck a chord with me.  There's something to learn with every great experience but even more is learned through failings and struggles.  I plan on being an art director one day.  Or production designer and I learned that instilling confidence and knowledge to your team is essential.  If they know what you want, have a plan of attack, or really trust that artist to give them something special it will shine through the entire project.  Each artist already has a narcissistic self loathing confidence issue already.  The person above them leads by example.  Negativity, timidity, and lack of speaking all effect the artist.  Atari was good, no problems on any major front but this job made me evaluate what I thought made all the good art directors I worked with before.

4.  Appreciate the real networking that happens

I love the real and dislike the fake.  I determined long ago that I would never make my career going to parties, pretending to laugh, and kissing some tail. I would make it through sheer determination, sweat, personality, talent, and deserving IF it was deserved.  I just don't have that personality to fake it.  I like my wife with less make up, friends who are honest, and real conversations.  I got this job based off the work I did for Wizards of the Coast and the art director jon schindehette.  I tried to give him the best of me and I know he remembered that and when a video game came calling, he offered me up.  This was the first year I decided to go full freelance and I was just starting out.  Jon really helped in more ways then one.  I truly hope we can find another project to have a go at.  Also, there are lots of personalities, but I have learned to keep the truest people, good people on my proverbial speed dial.  (FYI:  If I tweet, instgram or facebook another artist I am endorsing them as people usually more importantly then their art)  I feel very strongly about who people really are.  Especially now that there are SO MANY good artists that difference I make out is who people really are.  I have no patience or time for mean.  Even in the UFC I root for the cool guy better attitude.  I'll have another post on how the UFC and being an artist can be similar.



Well, I turned a blog post into a journal...sorry bout that.  Me rambling as I await feedback from Disney ;)

I wish all the people who got laid off from this project a quick recovery to a new job or reinvigorated to start a new path they've always wanted to tread.

Cheers,
Bean

Thursday, March 28, 2013

Wondercon is this weekend! Booth AA-162

Hello all.  Come join us at Wondercon this weekend March 29th-31st for frivolity and art!

The new book will be there!


 
New Jewelry!


New art prints! 



A new Monsters A-Z Large Poster!

So come on down!
Artist Alley booth AA-162
heres the link