Discovery Channel invited DBLG to refresh it's channel Animal Planet.
Coinciding with the launch of the HD simulcast for Animal Planet, the refresh of the on-air look is intended to give the brand a more confident and distinctive tone of voice, resonating with its audience, and linking the brand with it's content.
To do this we developed four unique worlds in which the inhabitants could interacting with their surroundings. Once the four environments were designed, we worked closely with Blue Zoo who modelled and animated the creatures.
For the look and feel we were inspired by hand made art such as origami and paper craft. This warm and captivating style certainly appeals to the target audience.
Client - Creative Direction: Discovery Networks Western Europe
Animal design and animation: Blue Zoo
Audio design: Rich Martin (ENVY)
Having fun on our free time with some characters and lots of other stuff! Enjoy!
Follow us: facebook.com/2veinte
Art Direction & Design:
Animation Directors: Martin Salfity & Pablo Gostanian
3d Animation: Martin Salfity, Sebastian Garcia & Juan Pablo Siaccaluga
Monster Modeling & Animation: Sebastian Garcia
Postproduction: Pablo Gostanian
Additional Animation: Jorge Herrero
Music and sound fx: Hula-Music.com
- TAAFI Festival (Toronto) / Annual Toronto Animated Arts Festival International / taafi.com
- Pause Fest (Australia) / Showcases projects celebrating the art & innovation of digital culture / pausefest.com.au
- Visueltdagene (Oslo) / Annual event for the creative industry in Norway / visuelt.org
- Animayo (Spain) / VII International Festival of Animated Films, Visual Effects and Video-Games / animayo.com
- Rushes Soho Shorts Festival, London / sohoshorts.com/
Fox Classics asked us to create ids and channel packaging for the Christmas season. Given the success of the Forever Classics Ids we had previously done, we stuck to a slightly similar aesthetic but the focus shifted to all things Christmas.
CLIENT - FOX CLASSICS
Channel Creative Director: Uriah Blair
Here's another rig setup. This one's for things moving inside fluids like water or air, such as fish, jellyfish tentacles, wisps of smoke, flags, etc.
It uses a standard particle emitter traced by a MoGraph Tracer, then placed inside a Spline Wrap Deformer. It does a fast way of simulating how bodies tend to bend along the path they move through, but still have enough give to keep it from looking too constrained.
There are some issues with the setup though...
1. On sharp corners/twists the mesh tends to collapse onto itself.
2. The Spline Wrap deformer is ALWAYS applied to the whole mesh.
3. Due to the nature of how particles are emitted per frame and how MoGraph Tracer generates splines, there are some visible distortions/jitters under certain conditions.
On the final version I'd probably bind the Tracers with SplineIK instead. I'm trying to work with Thinking Particles, but for some reason MoGraph crashes every time I try to link it. I might have to create custom spline generators to make it more stable.