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	<title>fuscus &#187; worksamples</title>
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	<link>http://fuscus.co.uk/wp</link>
	<description>Nick Fusco - 3D artist &#38; tutor</description>
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		<title>2D Wally Worm</title>
		<link>http://fuscus.co.uk/wp/archives/32</link>
		<comments>http://fuscus.co.uk/wp/archives/32#comments</comments>
		<pubDate>Wed, 09 Apr 2008 14:02:05 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[animation]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=32</guid>
		<description><![CDATA[I produced this an example for our animation students to demonstrate the use of Maya, Moho, Photoshop, GarageBand as visual and audio elements that could then be composited together in After Effects (in this case) or Final Cut Pro.]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-140" title="wallywonder" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/wallywonder.jpg" alt="" width="640" height="268" /></p>
<p>I produced this an example for our animation students to demonstrate the use of Maya, Moho, Photoshop, GarageBand as visual and audio elements that could then be composited together in After Effects (in this case) or Final Cut Pro.<span id="more-32"></span></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="480" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=11443053&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=2e3e4d&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="480" src="http://vimeo.com/moogaloop.swf?clip_id=11443053&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=2e3e4d&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
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		<item>
		<title>2D Fox</title>
		<link>http://fuscus.co.uk/wp/archives/29</link>
		<comments>http://fuscus.co.uk/wp/archives/29#comments</comments>
		<pubDate>Tue, 08 Apr 2008 14:33:02 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[animation]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=29</guid>
		<description><![CDATA[This little test animation was done with Moho. A great, intuitive 2D programme that I was working through as it had been recently introduced to the course curriculum. I thought I&#8217;d create something that would compliment the current Fox project that was on the go at the time. There&#8217;s a great feel to the programme, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-136" title="2dfox" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/2dfox.jpg" alt="" width="640" height="198" /></p>
<p>This little test animation was done with Moho. A great, intuitive 2D programme that I was working through as it had been recently introduced to the course curriculum.<span id="more-29"></span> I thought I&#8217;d create something that would compliment the current Fox project that was on the go at the time.  There&#8217;s a great feel to the programme,  which is something that&#8217;s rarely said about the digital environment, it really wants to animate anything in it.<br />
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		<title>Wally Worm &#8211; the weightlifting wonder</title>
		<link>http://fuscus.co.uk/wp/archives/99</link>
		<comments>http://fuscus.co.uk/wp/archives/99#comments</comments>
		<pubDate>Tue, 02 May 2006 20:11:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[storyboard]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=99</guid>
		<description><![CDATA[The idea for Wally Worm was for a series of short animations that involved the character being in different situations, that more often than not, ended in an unfortunate outcome for Wally. However, in the tradition of classic cartoon characters, he&#8217;s invulnerable and always returns in a new scenario non the worse (Or wiser) for [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-100" title="wally-weight" src="http://fuscus.co.uk/wp/wp-content/uploads/2010/05/wally-weight.jpg" alt="" width="640" height="329" /></p>
<p>The idea for Wally Worm was for a series of short animations that involved the character being in different situations, that more often than not, ended in an unfortunate outcome for Wally.<span id="more-99"></span> However, in the tradition of classic cartoon characters, he&#8217;s invulnerable and always returns in a new scenario non the worse (Or wiser) for any prior misfortune. Later I thought he looked too likeable to suffer such adversities, and therefore the pathos in the humor wouldn&#8217;t really work; he looks more like a character you&#8217; d laugh with than at. Everyone who&#8217; s seen the storyboard likes the frame shown above the most &#8211; you can see the rest of the storyboard here&#8230;</p>
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		</item>
		<item>
		<title>Professor Bigheadbrain</title>
		<link>http://fuscus.co.uk/wp/archives/150</link>
		<comments>http://fuscus.co.uk/wp/archives/150#comments</comments>
		<pubDate>Sat, 03 Sep 2005 16:04:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[modelling]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=150</guid>
		<description><![CDATA[Quick demo for a series of animation shorts. Professor Bigheadbrain continually experiments in his lab on experimental experiments that always go wrong. He was born in a lab from a genetic experiment that went wrong and in the interests of pointless academic science he&#8217;s used for observational purposes. He&#8217;s demented and so unsuccesfull in his [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://fuscus.co.uk/wp/wp-content/uploads/2010/05/prof-bighead.jpg"><img class="alignnone size-full wp-image-152" title="prof-bighead" src="http://fuscus.co.uk/wp/wp-content/uploads/2010/05/prof-bighead.jpg" alt="" width="640" height="230" /></a></p>
<p>Quick demo for a series of animation shorts.<span id="more-150"></span><br />
Professor Bigheadbrain continually experiments in his lab on experimental experiments that always go wrong. He was born in a lab from a genetic experiment that went wrong and in the interests of pointless academic science he&#8217;s used for observational purposes. He&#8217;s demented and so unsuccesfull in his work that he accidentally made contact with an alien life form that thought he was a primordial distant ancestor until he blew up the alien planet while experimenting on the spaceships Turbo Time Displacement matter Extrapolator which simultaniously transported Prof Bhb back to Earth where he was originally; incarcerated in his laboratory which is really a cell in a psychiatric hospital.<br />
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		<item>
		<title>clock</title>
		<link>http://fuscus.co.uk/wp/archives/299</link>
		<comments>http://fuscus.co.uk/wp/archives/299#comments</comments>
		<pubDate>Thu, 03 Feb 2005 23:42:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[animation]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=299</guid>
		<description><![CDATA[This little animation was done on the spot, in a manner of speaking, for a company who were looking for artwork to test the 3G (Or 2G as it was then) mobile phone network before it was opened for commercial, public use. They asked me to put something together and the next day I took [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-300" title="clock" src="http://fuscus.co.uk/wp/wp-content/uploads/2010/05/clock.jpg" alt="" width="640" height="230" /></p>
<p>This little animation was done on the spot, in a manner of speaking, for a company who were looking for artwork to test the 3G (Or 2G as it was then) mobile phone network before it was opened for commercial, public use.<span id="more-299"></span> They asked me to put something together and the next day I took it to their office on a CD (no memory sticks back then) because their internet connection was temporarily down and so was the website. They had quite a lot of 2D artwork which had been tested and wanted to try broadcasting some animation. I&#8217;d previously sent them some abstract animations which were very low file sizes due to the then narrow bandwidth and this piece was a little more adventurous.</p>
<a id="wpfp_427c967749e09486aeb04a021d17ce00" style="width:320px; height:240px;" class="flowplayer_container"></a>
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		</item>
		<item>
		<title>Ice Skating Fox</title>
		<link>http://fuscus.co.uk/wp/archives/14</link>
		<comments>http://fuscus.co.uk/wp/archives/14#comments</comments>
		<pubDate>Tue, 01 Oct 2002 20:04:01 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[modelling]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=14</guid>
		<description><![CDATA[This was modelled using 3DMax&#8217; s Patch Modelling technique, which I preferred for creating characters to the Box Modelling method. I thought it would conform to the computer games requisite maximum polygon count for a main character of 1000 polygons but it ended up being too high. Because I got the first Fox model wrong [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-110" title="fox-iceskating" src="http://fuscus.co.uk/wp/wp-content/uploads/2002/10/fox-iceskating.jpg" alt="" width="640" height="288" /></p>
<p>This was modelled using 3DMax&#8217; s Patch Modelling technique, which I preferred for  creating characters to the Box Modelling method. I thought it would conform to the computer games requisite maximum polygon count for a main character of 1000 polygons but it ended up being too high.</p>
<p>Because I got the first Fox model wrong and concentrated too much on realistic detail, I built another model; took the complete opposite approach and went for stylization, constructed it using triangles and ended up with a very low resolution model (250 polygons) that had much more character.<span id="more-14"></span></p>
<p><img title="fox-iceskating-low" src="http://fuscus.co.uk/wp/wp-content/uploads/2002/10/fox-iceskating-low.jpg" alt="" width="640" height="288" /></p>
<p>Using triangles is not the recommended approach to modelling but I thought that using such an economical method would then allow me to quadrangulate the mesh afterwards to keep the polygon count to a minimum.</p>
<p><img class="alignnone size-full wp-image-113" title="fox-iceskating-draw" src="http://fuscus.co.uk/wp/wp-content/uploads/2002/10/fox-iceskating-draw.jpg" alt="" width="640" height="480" /></p>
<p>[initial drawings for fox character]</p>
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		</item>
		<item>
		<title>Lighter</title>
		<link>http://fuscus.co.uk/wp/archives/11</link>
		<comments>http://fuscus.co.uk/wp/archives/11#comments</comments>
		<pubDate>Sun, 01 Jul 2001 16:31:09 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[animation]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=11</guid>
		<description><![CDATA[This was modeled from a lighter that I owned, and again it was done by eye. I thought the individual primitive shapes it was composed of were nicely balanced, and blended well together; a good example of retro / modern design. I then thought it should work so I looked into 3DMax&#8217; s Pyrotechnic options, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://fuscus.co.uk/wp/wp-content/uploads/2001/07/lighter.jpg" alt="" title="lighter" width="640" height="378" class="alignnone size-full wp-image-104" /><br />
This was modeled from a lighter that I owned, and again it was done by eye. I thought the individual primitive shapes it was composed of were nicely balanced, and blended well together; a good example of retro / modern design.</p>
<p><span id="more-11"></span><br />
I then thought it should work so I looked into 3DMax&#8217; s Pyrotechnic options, created a flame and animated the whole process.<br />
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		<item>
		<title>Hand</title>
		<link>http://fuscus.co.uk/wp/archives/5</link>
		<comments>http://fuscus.co.uk/wp/archives/5#comments</comments>
		<pubDate>Fri, 01 Jun 2001 12:37:07 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[modelling]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=5</guid>
		<description><![CDATA[This was the best hand I&#8217;d produced using the box modelling technique in 3DMax. My previous attempts using this approach had a tendency to result in a hand that looked like it was wearing a glove, even with the fingernails and knuckles added, due to the overall profile. With many hours of tweaking the model [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-106" title="hand" src="http://fuscus.co.uk/wp/wp-content/uploads/2001/06/hand.jpg" alt="" width="640" height="300" /></p>
<p>This was the         best hand I&#8217;d produced using the box modelling technique in 3DMax. My previous attempts          using this approach had a tendency to result in a hand that looked like          it was wearing a glove, even with the fingernails and knuckles added,          due to the overall profile. With many hours of tweaking the model &#8211; a          convincing hand can be produced.</p>
<p><span id="more-5"></span></p>
<p>The most          characteristic features of a hand are the fingers and this part of the          anatomy has the most detail which will give it a realistic look. Drawing          a hand is a common exercise given to art students followed by drawing          different types of hands, female, male, young, old, strong, gentle, hard          working etc. There are so many observations to make, which is why it is a good          exercise and not as easy as one initially thinks. After successive attempts I eventually found that a better, more efficient approach was to start with          one finger and getting the profile and details right at that point, would lead to producing a good model of a hand.</p>
<p>The examples I had previously seen at that time were based on the artists own hand as the reference          for their model and mine is no different.</p>
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		</item>
		<item>
		<title>fan</title>
		<link>http://fuscus.co.uk/wp/archives/8</link>
		<comments>http://fuscus.co.uk/wp/archives/8#comments</comments>
		<pubDate>Tue, 01 May 2001 14:05:55 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[modelling]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=8</guid>
		<description><![CDATA[This little scene was created, off the cuff so to speak &#8211; when I&#8217;d become more proficient in 3DMax. At the time I was mainly concerned with making something that could be animated and exploring the program&#8217;s dynamic effects, i.e. turbulence and wind. The image above is accompanied by a very short animation:]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-96" title="fan-still" src="http://fuscus.co.uk/wp/wp-content/uploads/2001/05/fan-still.jpg" alt="" width="640" height="242" /><br />
This little scene was created, off the cuff so to speak &#8211; when I&#8217;d become more proficient in 3DMax. At the time I was mainly concerned with making something that could be animated and exploring the program&#8217;s dynamic effects, i.e. turbulence and wind.</p>
<p>The image above is accompanied by a very short animation:<br />
<span id="more-8"></span><br />
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		</item>
		<item>
		<title>Twister Lamp</title>
		<link>http://fuscus.co.uk/wp/archives/3</link>
		<comments>http://fuscus.co.uk/wp/archives/3#comments</comments>
		<pubDate>Mon, 01 May 2000 12:15:51 +0000</pubDate>
		<dc:creator>nick</dc:creator>
				<category><![CDATA[worksamples]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[modelling]]></category>

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		<description><![CDATA[This was my first attempt at modelling in 3D StudioMax when I&#8217;d become more competent with the programme. At this point I was still self taught, I&#8217;d previously been using mainly Stratavision on the Macintoshand had also experimented with Amapi, Infini D and Pixels 3D as these were the easily available applications for the Mac [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-4" title="twister" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/twister.jpg" alt="" width="640" height="480" /><br />
This was          my first attempt at modelling in 3D StudioMax when I&#8217;d become more competent          with the programme. At this point I was still self taught, I&#8217;d previously          been using mainly Stratavision on the Macintoshand had also experimented          with Amapi, Infini D and Pixels 3D as these were the easily available          applications for the Mac before jumping over to Max on the PC.<span id="more-3"></span></p>
<p>Taking on          the challenge of reproducing an actual real product taught me a lot about          the programme and was good eye training. The approach was to look at something          and then recreate it in 3D without making it a long drawn out exercise          as I still had course assignments to complete, therefore only had limited          time to spend on modelling the lamp. The exercise also was good for applying          the thought process to the programme as when you are trying to achieve          what your eye can see the translation of how you think you can do it and          how you actually achieved the end result are often very different. I placed          the twister lamp in front of my desk and studied it as each part was modelled          with the aim of reproducing the proportions and scale of the original.          The design of the lamp is quite intricate and is a challenging task for          a beginner.  Many mistakes were made and so many lessons were learnt.</p>
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