The art and thoughts of Sabrina Chaney

Stop Motion Puppet - Part I
Getting started on what will soon become a stop-motion puppet! This initial sculpt (which will be molded in plaster later) took me four and a half hours to make. It was my first time sculpting with Chavant NSP.
Zoom Info
Stop Motion Puppet - Part I
Getting started on what will soon become a stop-motion puppet! This initial sculpt (which will be molded in plaster later) took me four and a half hours to make. It was my first time sculpting with Chavant NSP.
Zoom Info
Stop Motion Puppet - Part I
Getting started on what will soon become a stop-motion puppet! This initial sculpt (which will be molded in plaster later) took me four and a half hours to make. It was my first time sculpting with Chavant NSP.
Zoom Info
Stop Motion Puppet - Part I
Getting started on what will soon become a stop-motion puppet! This initial sculpt (which will be molded in plaster later) took me four and a half hours to make. It was my first time sculpting with Chavant NSP.
Zoom Info

Stop Motion Puppet - Part I

Getting started on what will soon become a stop-motion puppet! This initial sculpt (which will be molded in plaster later) took me four and a half hours to make. It was my first time sculpting with Chavant NSP.

I had a nightmare about a giant eel floating in midair an arm’s length away from me. This is what it looked like!

I had a nightmare about a giant eel floating in midair an arm’s length away from me. This is what it looked like!

Here’s some quick and simple practice for my stop-motion class! This video was made with Dragonframe (it was my first time using this software, and I think I’m in love).

3D Character Animation - Head Turn

The last project for my 3d animation class was a head turn from one expression/emotion to another—preferably reacting to a sound. Made in Maya with the Bonnie rig by Josh Sobel

3D Character Modeling Turnaround

My character model is finally finished! Trying to sculpt a character in 3D software instead of clay was an interesting challenge. There was a lot more button clicking involved.

Made in Autodesk Maya 2014

Character Turnaround
Some of you may find this interesting. Our next project in DigiForm is modeling a character in Maya. We had to draw a character turnaround to use as a reference. The above picture is the first turnaround that I drew, and the bottom picture is the corrected version that I made after some receiving some helpful critiques.I learned that making a turnaround for use as a reference in 3D software is different from something akin to a 2d model sheet for traditional animation. These are the tweaks:In the Profile View1) Adjust center of gravity so the character is balanced2) Make him stand straight, to avoid modeling him in-pose in Maya which would be difficult to rig/animate later3) Shaved off his crotch (lol)4) Added a seam line for the jeans, because why not?Front/Back View1) Changed the sleeves and straightened out the arms2) Made him taller3) Fixed the proportions/size of the ears, shoes, sleeves, and hood to match the other viewsNow it’s time to start modeling!
Zoom Info
Character Turnaround
Some of you may find this interesting. Our next project in DigiForm is modeling a character in Maya. We had to draw a character turnaround to use as a reference. The above picture is the first turnaround that I drew, and the bottom picture is the corrected version that I made after some receiving some helpful critiques.I learned that making a turnaround for use as a reference in 3D software is different from something akin to a 2d model sheet for traditional animation. These are the tweaks:In the Profile View1) Adjust center of gravity so the character is balanced2) Make him stand straight, to avoid modeling him in-pose in Maya which would be difficult to rig/animate later3) Shaved off his crotch (lol)4) Added a seam line for the jeans, because why not?Front/Back View1) Changed the sleeves and straightened out the arms2) Made him taller3) Fixed the proportions/size of the ears, shoes, sleeves, and hood to match the other viewsNow it’s time to start modeling!
Zoom Info

Character Turnaround

Some of you may find this interesting. Our next project in DigiForm is modeling a character in Maya. We had to draw a character turnaround to use as a reference. The above picture is the first turnaround that I drew, and the bottom picture is the corrected version that I made after some receiving some helpful critiques.
I learned that making a turnaround for use as a reference in 3D software is different from something akin to a 2d model sheet for traditional animation. These are the tweaks:
In the Profile View
1) Adjust center of gravity so the character is balanced
2) Make him stand straight, to avoid modeling him in-pose in Maya which would be difficult to rig/animate later
3) Shaved off his crotch (lol)
4) Added a seam line for the jeans, because why not?
Front/Back View
1) Changed the sleeves and straightened out the arms
2) Made him taller
3) Fixed the proportions/size of the ears, shoes, sleeves, and hood to match the other views

Now it’s time to start modeling!

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