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PoodleTime's profile
David Gibson
David Gibson
David Gibson
@PoodleTime

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David Gibson

@PoodleTime

Annie Award Winning Lead Animator @Playvalorant @riotgames! Solo Developing @LineTheGame Past: @Blizzard_Ent @EvolveGame @imageworksvfx @Tippett_Studio

Long Beach, CA
about.me/davidanthonygi…
Joined December 2013

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    1. David Gibson‏ @PoodleTime 16 Aug 2018

      So @FromHappyRock and I began to chat. He’s a busy dude, but was able to carve out some time for Bruffles. The direction was: explore his body shape keeping the essence of @MissJamieKaye’s design and to communicate the shapes, forms, & rendering style for a 3D character artist.

      1 reply 0 retweets 13 likes
      Show this thread
    2. David Gibson‏ @PoodleTime 16 Aug 2018

      I sent @FromHappyRock all the images I've already tweeted in this thread & he got to work. First pass was body shape & posture exploration. We chose 2 because it simplified some of his shapes, was instantly appealing, & I felt the anatomy would work best for 3D. Also...so fluffy!pic.twitter.com/tJv1wCgqzR

      2 replies 3 retweets 52 likes
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    3. David Gibson‏ @PoodleTime 16 Aug 2018

      And here you can watch @FromHappyRock's entire process from sketch exploration all the way to the final color concept. Nicholas is also paying close attention to reference the character work that @MissJamieKaye had already done. #TimeLapsepic.twitter.com/ndUApQDmkV

      1 reply 14 retweets 118 likes
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    4. David Gibson‏ @PoodleTime 16 Aug 2018

      Being able to see a range of facial expressions is also important to feeling confident about a character's design. @FromHappyRock put this sheet of facial expressions together which will help a ton when modelling, rigging, and animating Bruffles. #characterdesign #indiedevpic.twitter.com/GOO2m2Qbv8

      5 replies 7 retweets 124 likes
      Show this thread
    5. David Gibson‏ @PoodleTime 18 Aug 2018

      After the concept is complete a 3D modeler does a speed sculpt to feel out the design in 3D before adding too much detail. This marks the beginning of the "blockout" phase. We'll be using this blockout for a while in-game. #IndieDev #screenshotsaturday #characterdesignpic.twitter.com/5GfMV1zXAo

      4 replies 3 retweets 55 likes
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    6. David Gibson‏ @PoodleTime 18 Aug 2018

      Before I can rig and use this model in-game the amount of polygons needs to be reduced. This is a process known as Re-topologizing or commonly called Retopo. The modeller draws over the hi-res 3D mesh using polygons, simplifying the model & creating the in-game mesh.pic.twitter.com/D4yU9eZI3X

      5 replies 2 retweets 63 likes
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    7. David Gibson‏ @PoodleTime 18 Aug 2018

      And now we're all caught up to where I am right this second. The blockout model is complete and I will start rigging this weekend. This process is great because I can work on animation & implementation while the modeler continues to add detail & begin texturing. Yea! :Dpic.twitter.com/Hmi79iMomx

      5 replies 1 retweet 57 likes
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    8. David Gibson‏ @PoodleTime 30 Aug 2018

      Little update: Rigging Bruffles is coming along great! All his joints are laid out and named. Control curves for each joint are done. A couple more days in tech art land and then I'll paint skin weights. (Simple flat colors applied to make the picture more interesting)pic.twitter.com/fY2ZaRbu9E

      8 replies 3 retweets 72 likes
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    9. David Gibson‏ @PoodleTime 6 Sep 2018

      Hi everyone, Bruffles' rig is complete! Here's some of my favorite little things about his facial setup. I'm REALLY happy with the range of expression I can achieve. From here I'll continue adjusting the skin weights as I make poses and do a quick test animation. #indiedevpic.twitter.com/OiPBVkqIJo

      12 replies 20 retweets 223 likes
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    10. David Gibson‏ @PoodleTime 6 Sep 2018

      Now that the rig is done I'm creating a test animation & poses based on the concept art. I'll continue to paint weights on the geometry. What's that you ask? Each vertex needs to know what bone to follow & how much. I like to call it Painting With Math. It looks like this:pic.twitter.com/l1f8WSkjFz

      5 replies 1 retweet 123 likes
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      David Gibson‏ @PoodleTime 8 Sep 2018

      Happy Saturday! Bruffles is successfully in engine :) @linethegame #screenshotsaturday #indiedev #animation #ue4pic.twitter.com/drPgVA0bDD

      8:17 AM - 8 Sep 2018
      • 81 Retweets
      • 622 Likes
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      23 replies 81 retweets 622 likes
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        2. David Gibson‏ @PoodleTime 8 Sep 2018

          Thanks Matt!

          0 replies 0 retweets 0 likes
        3. Show replies
        1. Alejandro Bielsa‏ @Vontadeh 8 Sep 2018
          Replying to @PoodleTime @linethegame

          Adorable!

          0 replies 0 retweets 1 like
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        2. David Gibson‏ @PoodleTime 8 Sep 2018
          Replying to @LactoFreeCoffee @linethegame

          Thank you ☺️

          0 replies 0 retweets 1 like
        3. End of conversation
        1. Oz Durose‏ @ozdurose 8 Sep 2018
          Replying to @PoodleTime @linethegame

          love it!

          0 replies 0 retweets 2 likes
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        2. ReikasArt‏ @reikas_art 8 Sep 2018
          Replying to @PoodleTime @linethegame

          Omg I love his face animation!! Look at the squash and stretch!!

          1 reply 0 retweets 1 like
        3. David Gibson‏ @PoodleTime 8 Sep 2018
          Replying to @reikas_art @linethegame

          So glad you like it Stephanie☺️

          0 replies 0 retweets 1 like
        4. End of conversation
        1. New conversation
        2. Felipe Machado‏ @efeemachado 8 Sep 2018
          Replying to @PoodleTime @linethegame

          So gooooood! Well done!

          1 reply 0 retweets 1 like
        3. David Gibson‏ @PoodleTime 8 Sep 2018
          Replying to @efeemachado @linethegame

          Thank you Felipe!

          0 replies 0 retweets 0 likes
        4. End of conversation

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