2018/10/31

Deltarune and “Spell Bound” bedrooms

Screenshot from the demo game Deltarune by Toby Fox.
Concept art and scene (models, animation, lighting) by Ying Wu from the short film “Spell Bound” by Ying Wu and Lizzia Xu.

In the demo game Deltarune, the moment I saw Chris and Asriel’s bedroom, I thought, “Whoa! It looks just like the concept my partner and I made for our bedroom in our short film ‘Spell Bound’!” The single window in the center; the sunshine gold in the older sibling’s side and cold purple in the other; the shelf of trophies, flowers, and decorations in the older sibling’s side as opposed to the worn out furniture and emptiness in the other, even the symmetrical placement of the furniture.

In concept design, it is important to tell the story in everything, from character appearance and the way they dress and behave to the environment. A character’s bedroom tells everything about them. For our short film, we wanted to really emphasize the contrast of the two sisters with a clearer split down the middle with the golden sunlight shining only on the older sister’s side and not warming the other due to the tree in front of the window, leaving the other side a cold and abandoned purple, as well as books and sticky notes to show the more studious side of the younger sibling and the sports equipment of the athletic older.

This concept isn’t uncommon, and it is so interesting to see the uncanny resemblance and similar ways of thinking we have with other artists!

2018/03/24

Figure drawings: 2017/2/17-2017/10/20

Figure drawings from the life drawing workshop with the illustrator Graham Smith, a complimentary biannual workshop by Sony Interactive Entertainment, or Sony PlayStation, the studio I worked at.

Life drawings are usually done in traditional media, so I wanted to practice digital, as professional concept artists do. It is indeed a much different experience. The digital method lets me pile on much more lines and colors and do more trials and errors.

I always love having muscular nude models. There is much more surface definition to bounce light and shadow off of as well as more variety of poses they can make.

Robin Hood -wip

For my first official 3D model outside of school, I wanted to start off with a simple cartoon character, then go more realistic. Finally I had time to learn ZBrush and create, texture, light, and render completely in it. I picked this cool Robin Hood character concept because of the simple and appealing shapes. He has a little bit of everything I was able to practice with: hair, not too long; clothes that don’t flow too much like robes, capes, dresses, etc.; a few armor pieces so I can experiment with metal textures; overall minimal design.

I had thought it was a good idea to start with cartoony and work my way up to more realistic, but I soon realized that, just like in animation, cartoon is more difficult than realism. :O It’s simpler, which means more parts have to be smooth, clean, and precise. For realism, including humans, monsters, demons, etc., you’d think that all the skin wrinkles, cloth folds, thin hair, and so on would be more detailed with more work. But I’m starting to see that those features may actually be easier in a way, because you can go more organic in sculpting them since they are imperfect. It is also the same in illustration—a realistic oil painting usually consists of quick brush strokes, whereas cell shaded cartoon needs clean lineart. And when designing a character in caricature, you must speak a language that realism doesn’t have. Can’t wait to finally add some monsters and demons and such to my repertoire—it would be a refreshing change of pace from all the cartoony models I had to do for school.

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Concept by Masters of Anatomy.
Work-in-progress last updated 2017 July 28.

Journey’s End

An environment concept for practice as well as the back of my business card.

I wanted to use as many colors of the spectrum as possible as well as show a transition from cool to light. A well known environment artist who gave a guest speech at my college said that environment pieces still need a human or human vehicle, both for scale and to give the viewer something more to relate to, since the eye instantly heads for human faces. That is my character from my personal adventure story.

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The front side of my business card: Entwine

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Completed in 2016 July 16.

Entwine

I was long overdue for an official avatar to post in all of my online profiles for my website, business card, LinkedIn, deviantART, etc.

I wanted something to represent me, to tell everyone my identity with just one look. After all, first impression is important, from job searching to dating. It was tough to decide on an art style, since I love all kinds including cartoon, realism, anime, abstract, etc. For recruiters, it is good to have a stylized caricature for an animation studio, while a game studio would prefer a realistic environment design, and so on. Another issue was that I wanted one that will describe the kind of person I am. But again, I couldn’t decide on one thing about me to make as the theme, for I love everything from classical to modern. And what about the mood? Should I give it a bright and saturated color scheme or a cool and more serious one? Finally, I designed a split composition to incorporate two art styles, two sides of me, and two color schemes that I can showcase. :D

One side is a mix of me in the Real World as well as the idealistic style found in video games. It has mostly cool colors and reserved saturation. This girl is a traditional, classy, humble, mature, and elegant woman who enjoys nature and harmony. The other side is a more graphic style of what I may look like if I had the liberty to dye my hair whatever color I wanted, had less rules and more freedom of expression, and so on, with abstract forms that aren’t found in the Real World to portray ideas that pass boundaries. It is composed of a warm color scheme that is more saturated and colorful. This girl looks fun, loves excitement, wild and free thoughts as portrayed by sweeping lines, and has all these ideas just waiting to burst out into the world. I framed the canvas as a circle to further show that this image is one piece as well as symbolising yin and yang.

It is delightful hearing the perspectives that others see when looking at it. I’ve heard many amazing and creative viewpoints that I myself didn’t even think of from numerous people, many of them accurate to me. Which makes me happy to see how diverse individuals can view me as. That’s one of the things that an artist enjoys, the subjective thoughts of others. ^__^

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This was for the front of my business card. The back side is here: Journey's End

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Completed in 2016 July 13.

Thank You card -Sunny and Rene

A quick sketch for handmade Thank You cards as part of my rewards for generous people who donated to my Kickstarter for my college senior thesis film. They are the main characters of the story, Sunny and Rene. Do you get the pun in their names? :D

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Thesis film

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Completed in 2016 May 17.

Music and Sound for "Spell Bound" Animated Short Film

Hi, everyone! For our college senior thesis, my partner and I have been working on an animated short film titled “Spell Bound,” and we need your help to provide a musical score and sound effects! We just launched our Kickstarter campaign. It would mean the world if you could spread the word as far as you can! Our full pitch is in the video. Thank you for your time and hope you enjoy the film when it’s done!

https://www.kickstarter.com/projects/2006573147/music-and-sound-for-spell-bound-animated-short-fil

Website/Portfolio: Lizerology.blogspot.com
Reel/Animations: vimeo.com/LizziaXu
LinkedIn: https://www.linkedin.com/in/lizzia-xu-b7158ab1

Lip Sync -2

College year: 4, 2nd semester
Course: Computer Animation VI

Once our thesis films were finished—a day I never thought I’d see—there was one month left in the semester for our final project, one we had the freedom to choose what to make. Some students model one or more characters/environments, some make an animation, some a few lighting pieces, some learn a new technical feature in a software (nCloth, nHair, particles, etc.), and so on.
I hadn’t animated a lot of male characters, I only did lip sync once, and all of the previous animation projects in school were of only one character, so I made sure to challenge myself for the final project addressing all of these, with a young and old man for contrast, and they had to physically contact and interact with each other. I am quite pleased with how it turned out. It feels like the first animation I wasn’t rushing through just to turn in by the deadline.

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Morpheus rig by Josh Burton.
Animated in Autodesk Maya.
Audio from Night at the Museum.
Completed in 2016 April 30.

Sketches: 2014/8-2015/5

Sketches made in my third year in art college. Not too much variety and I'm not happy with them, but I decided to post them anyway for myself to show my journey in improving my skills. Some are concept designs for my thesis film.

2015/06/14

Lip Sync

College year: 3, 2nd semester
Course: Computer Animation IV

We had to design a self caricature of ourselves to animate.

I tried to add a feminine flair characteristic to the animation—dainty fingers, pinkies up, elegant manner—and I’m glad to see that the body poses are unique and nicely different from each other. The animation style is rather realistic, and I hope to get out of that. It was until after rendering when I noticed a couple flaws in the scene, but the render farm is always packed and this year’s RenderMan takes forever on each image, so re-rendering everything was out of the question. DX And somehow RenderMan detached her eyelashes from her head, so they are floating by themselves and her eyelids don’t close all the way. :/ Didn’t have as much time on this project as I had most of my focus on the upcoming thesis as well as portfolio for my career.

Music from YouTube.

I can only get better!

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Lip Sync -model sheet
Lip Sync -expressions
Lip Sync -character
Partially modeled in ZBrush, retopologized and animated in Autodesk Maya, textures in Photoshop, rendered in Renderman, composited in Nuke and Adobe Premiere.
Completed in 2015 May 28.

Lip Sync -character

College year: 3, 2nd semester
Course: Computer Animation IV

We had to design a self caricature of ourselves to animate.

A lot of students over the years did a simple and accurate caricature of themselves as regular people, so my professor allowed us to get more creative. My class liked my Oriental panda design. :D

It’s a combination of all the poofy black-and-white Oriental dishes out there, mainly white rice and black sesame seeds such as onigiri and glutinous sesame. Also had to incorporate cuteness, which Sakura from the anime Cardcaptor Sakura was perfect for. (She has a lot of poofy shorts. :o ) (When I was a kid watching the series, I noticed that every single episode had her with a different outfit. :o ) This would make an adorable makeup and cosplay. o.o

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Lip Sync -model sheet
Lip Sync -expressions
Lip Sync
Partially modeled in ZBrush, retopologized and animated in Autodesk Maya, textures in Photoshop, rendered in Renderman, composited in Nuke and Adobe Premiere.
Completed in 2015 May 28.

2015/06/13

Lip Sync -expressions

College year: 3, 1st semester
Course: Drawing for Animators I

We had to design a self caricature of ourselves to animate for next semester.

A lot of students over the years did a simple and accurate caricature of themselves as regular people, so my professor allowed us to get more creative. My class liked my Oriental panda design. :D

It’s a combination of all the poofy black-and-white Oriental dishes out there, mainly white rice and black sesame seeds such as onigiri and glutinous sesame. Also had to incorporate cuteness, which Sakura from the anime Cardcaptor Sakura was perfect for. (She has a lot of poofy shorts. :o ) (When I was a kid watching the series, I noticed that every single episode had her with a different outfit. :o ) I’m somewhat worried about the feasibility of the shorts when animated (does nCloth do poofy and stiff shorts?), but my professor said it will work out. This would make an adorable makeup and cosplay. o.o

Had a lot of fun with the facial expressions. I had to include the arms because an expression is really the entire body along with the face. Aren’t I just adorable? XD (Got an A on the facial expressions—a lower grade on the accuracy of the caricature to myself. XD)

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Lip Sync -model sheet
Lip Sync -character
Lip Sync
Done in Photoshop.
Completed in 2014 October 7.

Lip Sync -model sheet

College year: 3, 1st semester
Course: Drawing for Animators I

We had to design a self caricature of ourselves to animate for next semester.

A lot of students over the years did a simple and accurate caricature of themselves as regular people, so my professor allowed us to get more creative. My class liked my Oriental panda design. :D

It’s a combination of all the poofy black-and-white Oriental dishes out there, mainly white rice and black sesame seeds such as onigiri and glutinous sesame. Also had to incorporate cuteness, which Sakura from the anime Cardcaptor Sakura was perfect for. (She has a lot of poofy shorts. :o ) (When I was a kid watching the series, I noticed that every single episode had her with a different outfit. :o ) I’m somewhat worried about the feasibility of the shorts when animated (does nCloth do poofy and stiff shorts?), but my professor said it will work out. This would make an adorable makeup and cosplay. o.o

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Lip Sync -expressions
Lip Sync -character
Lip Sync
Done in Photoshop.
Completed in 2014 October 3.

2015/06/12

Push/Pull -exaggerated

College year: 3, 1st semester
Course: Computer Animation III

This semester’s most important project, took half the semester (~3 months). The assignment is to animate a character either pushing or pulling something. There are two parts: the “natural” version and the “exaggerated” version. The “natural” version is a somewhat realistic animation, as seen in most 3D animated films (Kung Fu Panda, Tangled, Frozen, etc.); of course it’s still cartoony, as the usual animation terms such as arcs, anticipation, etc. still apply, but nothing over the top. The “exaggerated” version is even more cartoony and unrealistic, however subtle or extreme (Looney Tunes, Marco Macaco, Hotel Transylvania, etc.).

Since I did a human character in the previous semester’s major project (Sit-Stand), I decided to do a non-human this time. I came up with a circus monkey who is fed up with his current life and tries to escape his cage. This way he can push and pull, he can do things that humans can’t (use his feet as hands, hang upside down, etc.), and he has a tail that I can showcase overlap with (like the ponytail in my Sit-Stand project).

I already see huge improvement in animation from my most recent projects, and I am very happy with my natural and exaggerated versions. I did not intend to make the exaggerated version so long (the maximum time limit we were allowed was 15 seconds, but mine is 27 seconds), but I’m glad I managed to finish it in time.

The background music is the 10th track from the original sound track of the Korean drama My Love from the Star (I don’t like dramas, but at least I found the suitable music from all that torture), sound effects are from freesound, YouTube, and the college archives.

I can only get better!

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Push/Pull -character
Push/Pull -natural
Partially modeled in ZBrush, retopologized and animated in Autodesk Maya, textures in Photoshop, rendered in Renderman, composited in Nuke and Adobe Premiere.
Completed in 2014 December 4.

Push/Pull -natural

College year: 3, 1st semester
Course: Computer Animation III

This semester’s most important project, took half the semester (~3 months). The assignment is to animate a character either pushing or pulling something. There are two parts: the “natural” version and the “exaggerated” version. The “natural” version is a somewhat realistic animation, as seen in most 3D animated films (Kung Fu Panda, Tangled, Frozen, etc.); of course it’s still cartoony, as the usual animation terms such as arcs, anticipation, etc. still apply, but nothing over the top. The “exaggerated” version is even more cartoony and unrealistic, however subtle or extreme (Looney Tunes, Marco Macaco, Hotel Transylvania, etc.).

Since I did a human character in the previous semester’s major project (Sit-Stand), I decided to do a non-human this time. I came up with a circus monkey who is fed up with his current life and tries to escape his cage. This way he can push and pull, he can do things that humans can’t (use his feet as hands, hang upside down, etc.), and he has a tail that I can showcase overlap with (like the ponytail in my Sit-Stand project).

I already see huge improvement in animation from my most recent projects, and I am very happy with my natural and exaggerated versions. I did not intend to make the exaggerated version so long (the maximum time limit we were allowed was 15 seconds, but mine is 27 seconds), but I’m glad I managed to finish it in time.

The background music is “Beware the Groove” from the movie The Emperor’s New Groove, sound effects are from freesound, YouTube, and the college archives.

I can only get better!

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Push/Pull -character
Push/Pull -exaggerated
Partially modeled in ZBrush, retopologized and animated in Autodesk Maya, textures in Photoshop, rendered in Renderman, composited in Nuke and Adobe Premiere.
Completed in 2014 November 17.

Push/Pull -character

College year: 3, 1st semester
Course: Computer Animation III

The turn-around of my character design model as well as screenshots and a few blend shape emotion tests for this semester’s most important project which took half the semester (~3 months). Had to model our own character, make our own textures, and rig the model to animate.

Since I did a human character in the previous semester’s major project (Sit-Stand), I decided to do a non-human this time. I came up with a circus monkey who is fed up with his current life and tries to escape his cage. This way he can push and pull, he can do things that humans can’t (use his feet as hands, hang upside down, etc.), and he has a tail that I can showcase overlap with (like the ponytail in my Sit-Stand project).

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Push/Pull -natural
Push/Pull -exaggerated
Partially modeled in ZBrush, retopologized and animated in Autodesk Maya, textures in Photoshop, rendered in Renderman, composited in Nuke and Adobe Premiere.
Completed in 2014 November 17.

2015/06/07

VALUEables

College year: 3, 1st semester
Course: Drawing for Animators I

The assignment is to use one or two characters we created from a previous assignment and incorporate them into an environment with story in values, no color.

This was somewhat of a practice to put in what I learned from my time in college. I am happy to see that I’ve improved tons. Think I captured the mood well. Still a long way to go. Wish I had more time to do art, my original passion. *Nostalgic* Once I get into the industry, I promise.

I can only get better!

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Done in Photoshop.
Completed in 2014 November 11.

2015/06/06

Waiting


College year: 3, 1st semester
Course: Computer Animation III

Assignment using the school’s rigged model Artie to animate the less lively activity of waiting and make it interesting. The famous Tom Bancroft visited the college and I never forgot when he said how it is a challenge to animate a character in the background listening.

Love that even waiting or listening has different emotions to it. Most students did the bored or frustrated kind of waiting, so I did the excited kind. I got an A on the animation, woopee! :D (Though it's still bad, so I'm confused.)

I can only get better!

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Done in Autodesk Maya, composited in Adobe Premiere.
Completed in 2014 September 22.

Silhouette


College year: 3, 1st semester
Course: Computer Animation III

Assignment using the school’s rigged model Artie to animate three randomly chosen adjectives with a clear silhouette. My adjectives were “content,” “flabbergasted,” and “nauseated” in that order.

Finally learned nonlinear deformers. I know his stretched body seems odd when it's not repeated anywhere else, but if you look frame-by-frame, his body does stretch when he jumps. (Though it's still bad.)

Roller coaster image referenced from a vector image in Google.

I can only get better!

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Done in Autodesk Maya, composited in Adobe Premiere.
Completed in 2014 September 4.

2014/10/18

Abstract

Oil painting class

My first attempt at abstract. I tried to make it up as I went along with no plan, because I didn’t want to think too much on it and make it look like something—pretty sure there are many abstract artists who do that. But I did end up keeping in mind a theme/symbolism which I’ll leave you to decide.

On another note, if you rotate the canvas 90 degrees clockwise (so it’s vertical with the purple side on top and the blue side on the bottom), it looks, to me at least, like New York city being hit by a flaming meteor, with the ocean crashing into the buildings, and the spirals are the sound of sirens. XD And that’s what I love about abstract, that we can see many things in one piece.

Techniques used: blending, glazing, washing, pulling, scraping out, scoring, dabbing, leaving brush strokes, masking, spraying/spattering

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Completed in 2014 summer.

Still life -memento mori

Oil painting class

The theme was memento mori. We looked for objects in our homes that represent the concept. It has something old yet its beauty still contained (the potpourri), purity and innocence (the glass bird), modernism (green container), and the magnificence of new life (tree necklace, with the chain laid out to tie them all together), and time (the clock) watches over them all.

Techniques used: blending, glazing, rubbing, dabbing

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Completed in 2014 summer.

Landscape

Oil painting class.

Techniques used: blending, glazing, impasto, dabbing, scoring

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Completed in 2014 summer.

Vindictus -Evie

Fanart sketch. :D The character whom I feel is most like me. Was practicing Photoshop techniques and this sketch turned out okay. Definitely improved a lot since this. I hope to do more proper fanarts if I can just have the time. T^T

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Done in Photoshop.
Sketch completed in 2014 May 23.

Sketches: 2013/08-2014/05

Some of the sketches I made in the past year during school, some for homework and others personal. Practiced anatomy, dynamic poses, character designs, facial expressions, different styles, more caricature, etc. Really need to improve in, well, all of those.

Wish school would give me some free time to improve in my art. Need to keep pushing!

Sit-Stand


College year: 2, 2nd semester
Course: Computer Animation II

This semester’s most important project, took half the semester (~3 months). First one to model our own character, make our own textures, and rig the model to animate.

Since my previous animation was Artie, a male, I decided to pick a female this time, so that I can add the feminine flair that females are so good at. She is some kind of wild tribal huntress hunting a bird. I made her a little cat-like in her design.

I didn’t know how to use nCloth at the time; I tried my best hooking up the loin cloth with joints and reasonable point weighting and fitting it around the body almost every frame. I added a ponytail to showcase my overlapping skill.

Sound effects are from freesound and YouTube. I spent hours and hours and hours listening to bird calls from various parts of the world trying to find the ones in my mind. (I learned that birds fall into categories and so do their bird calls, so if we hear one, we can safely assume what kind of bird it is. Very interesting. o_o) The first bird call we hear is from the Spur-Winged Lapwing/Plover; and I used three different ones for the angry birds portion which are the Dabchick/Little Grebe, Slavonian Grebe, and European Starling. Don’t point out the possibility that these birds are probably not indigenous to wherever the heck the setting is, because I merely went for the distinctive sounds.

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Sit-Stand -character
Done in Autodesk Maya, partially modeled in ZBrush, textures in Photoshop, rendered in Renderman, composited in Adobe Premiere.
Completed in 2014 May 5.

Sit-Stand -character


College year: 2, 2nd semester
Course: Computer Animation II

The turn-around of my character design model as well as screenshots and a few blend shape emotion tests for this semester’s most important project which took half the semester (~3 months). First one to model our own character, make our own textures, and rig the model to animate.

Since my previous animation was Artie, a male, I decided to pick a female this time, so that I can add the feminine flair that females are so good at. She is some kind of wild tribal huntress hunting a bird. I made her a little cat-like in her design.

I didn’t know how to use nCloth at the time; I tried my best hooking up the loin cloth with joints and reasonable point weighting and fitting it around the body almost every frame. I added a ponytail to showcase my overlapping skill.

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Sit-Stand
Done in Autodesk Maya, partially modeled in ZBrush, textures in Photoshop, rendered in Renderman, composited in Adobe Premiere.
Completed in 2014 May 18.

Fragile Frolic


College year: 2, 2nd semester
Course: Concept Development II

The final project of the semester—storyboard/animatic assignment creating a 1 minute limit story idea incorporating any of the editing techniques we learned. No more than two characters and one environment due to the importance of treating this like a possible senior thesis.

The setting is a classy European antique store. A porcelain shepherd boy figurine chases after his smallest sheep that decided to play around the store while the owner is away. If the time limit was longer, I would have kept more of the much needed emotional beats. It would have been nice to make this a cultural love story instead with a European and Chinese figurine falling for each other, but that restricts the animation. Trust me when I say that I too don’t like the ending; the real ending would be he returns the sheep back to their pedestal and all is well, but alas, that is predictable—if the time limit were longer, I could come up with something else, so this was the shortest possible ending.

Wanted to try a silent film, which means action, sound, and music must drive the story.

Dialogue is my voice (the owner is supposed to be male), sound effects from freesound and YouTube. Used three music pieces—“Merry Moment” from the soundtrack of the anime Trinity Blood, “Polka Capriccioso for chamber orchestra” from the soundtrack of the anime Ouran High School Host Club, and “The Plot Thickens” by Donn Wilkerson from Killer Tracks, all of which I sliced apart and spliced back together into the mutant Frankenstein music you hear in the video. XD I’m amazed at how well the music I did find turned out and how seamless the beat is. I thoroughly enjoy sound design even though it wouldn’t be final in the senior thesis anyway. XD

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Done in Photoshop, Adobe Soundbooth, composited in Adobe Premiere.

Completed in 2014 April 30.

A Hero's Tale


College year: 2, 2nd semester
Course: Concept Development II

Storyboard/animatic assignment creating a 40 second limit story idea inspired by a fable or fairy tail and incorporating visual transitions, an editing technique we learned. No more than two characters and one environment due to the importance of treating this like a possible senior thesis.

I rustled something up using Jack and Jill and Jack and the Beanstalk. The setup of this story idea—Jack being small and the giant being huge—provided lots of opportunity for dynamic camera angles and 3- to 4-point perspective.

Dialogues of Jack and Jill are my voice (my professor loved how Jill’s voice turned out :D ) and the dumb giant was voiced by Andrew W. Sound effects, piano notes, and fanfare are from freesound; the real giant’s voice at the end was from the movie Jack the Giant Slayer and slightly edited by me; the other music were “Call to Arms (Part 1)” by Steve Rucker and Thomas Jones Chase and “Super Hero” by Mark Russell (slightly edited by me) from Killer Tracks; and the choir singing was from a soundtrack in the movie Monty Python and the Holy Grail, and I created the pitch drop in Adobe Audition (inspired by the Prince Herbert scene from the movie [“I’d rather… just… si~ing…!”] XD). I thoroughly enjoy sound design even though it wouldn’t be final in the senior thesis anyway. XD

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Done in Photoshop, Adobe Audition, Adobe Soundbooth, composited in Adobe Premiere.
Completed in 2014 February 24.

Cemetery


College year: 2, 2nd semester
Course: Computer Animation II

Assignment to create a realistic cemetery scene using the school’s models with textures and lighting.

I went for high contrast on the church’s rooftops. I got creativity points for adding the flickering lights. XD Sorry about the short time in having to read the tombstone, but the video is under a time limit.

Used two ambience sounds, “Luminate” by The Elysium Façade and “Through The Ergosphere” by Simon Wilkinson.

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Done in Autodesk Maya, textures in Photoshop, rendered with Renderman, composited in Nuke and Adobe Premiere.
Completed in 2014 February 22.

Trifecta

College year: 2, 2nd semester
Course: Computer Animation II

Assignment using the school’s rigged model Artie to do our first full human animation exercises. First is the arm gesture, then the turn and take, then the three-part ease into a walk cycle and out.

I look back and already see what I can do to make it better. (I’m improving so fast! :D ) Definitely more push; more anticipation and exaggeration and wild poses. I didn’t know how to use squash and stretch in Maya at the time.

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Sound effects (slightly edited by me) from freesound
Song: “Treasure” by Bruno Mars
Done in Autodesk Maya, composited in Adobe Premiere.
Completed in 2014 February 11.

Since the video contains music not created by me, that section will be muted. It greatly negatively affects the visuals, but creators must be respected.