Welcome to OliverBaker.org!
My name is Oliver Baker, I am a student at the University of Texas at Dallas, and I am currently studying Computer Science and Arts and Technology there.
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oliver@oliverbaker.org
| Latest Update: First week of Drawing Challenge Complete!!! | May 13, 2012 - 10:26 pm |
As I mentioned with my previous post, I've undertaken a one year daily drawing challenge - and as promised - I've posted the best ones from the week here and on my Google+ Profile! I haven't yet found a good flatbed scanner that makes quality scans, so for now, I'm photographing my drawings. (which personally I like)
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Update Archive
What I'm working on - How I'm doing it - Who I'm doing it with
| First week of Drawing Challenge Complete!!! | May 13, 2012 - 10:26 pm |
As I mentioned with my previous post, I've undertaken a one year daily drawing challenge - and as promised - I've posted the best ones from the week here and on my Google+ Profile! I haven't yet found a good flatbed scanner that makes quality scans, so for now, I'm photographing my drawings. (which personally I like)
| My 1 Year Daily Drawing Challenge | May 7, 2012 - 10:18 pm |
I recently read an article on LifeHacker.com about a Seinfeld-inspired daily task motivational tool that really caught my attention. Essentially, it involves buying (or making) a large, full year calendar and putting it on a wall or door you (or in my case, my roommates) will see often. Then you set a daily goal - in Seinfeld's case, it was "write at least one joke" - this will be something you would normally procrastinate doing (say, having to write 1,000 jokes just before a comedy show) or something you need practice in, that you "never have time for".
Then everyday, you do it; you write at least one joke, and then you mark off that day with a big, satisfying 'X'. You have to do it every day. EVERY DAY. This may seem like something that would easily get pushed aside, but the idea is that you push yourself to do the first week - while you're still really excited about it - and then when you're on the eighth day, you look at the seven others and are driven to not "break the chain". After a month of red Xs, the potential disappointment you'd feel of missing one day is enough to get you through another month. The drive towards success is exponential, and once you've gotten past the first week, (I'm hoping) the drive to continue the chain will be enough to carry you through the year.
I may make more than one calendar if the first one is successful, but for this one, I'm going to make my daily goal to "Draw at least one _______" where every month I assign a different subject - be it a character, an environment, a weapon, et cetera. I have some drawing skills, but I think I would greatly benefit from practice, especially in character sketching. Every week I'll post the my three favorite drawings to OliverBaker.org and publicly on my Google+ Profile! This will make me publicly accountable for my deadlines. Stay tuned to see my first drawings!
| Portfolio Update: Abrams M1A1 | February 23, 2012 - 8:35 pm |
Hello all, I've updated my portfolio with a project I worked on at intific last summer! I was tasked with converting a millions-of-polygons tank model they purchased to work in their engine. That meant fixing the severely messed up normals, baking a normal and AO map, retopoligizing the tank (essentially re-modelling it) to a more practical level of triangles. Then I made levels of details, textures, and collision volumes. Voila! A tank is [re]born!
I included a few reference photos, but I used around 100 when I was working on it.
Check it out! :-)

| (Snuggle Bunny short) Fixing the Bear rig and testing poses/animations | February 17, 2012 - 5:45 pm |
I started on a walk cycle today, but the mesh skinning wasn't holding up to the poses, so I've since worked on it, and rendered a test.
This is the very first render of the short to make it to the internet, so enjoy this first look at The Adventures of Snuggle Bunny and Honey Bear!
| Project Update: (Snuggle Bunny/Honey Bear) on "Animating a fat bear" | February 11, 2012 - 11:30 am |
For my current animation project, I'm animating a (goofy) fat bear and a cute bunny. So one of my main priorities is showing the weight of the bear. (which should only add to the goofiness)
Obviously then, squash and stretch is my friend. As the belly rises, it stretches, as it hits to it's lowest point in the stride, it squashes. But when should those high/low points be? The walk cycle itself bounces in anticipation of the belly; as the body begins to fall, the belly is still rising. It's the ultimate exercise in anticipation and overshoot. Initially I thought I could add more realism by using Blender's Soft Body physics on the belly - which is tempting since this is supposed to be a more Big Buck Bunny style of semi-photo realistic cartoon animation - but I think it might take a lot of tweaking to get the right mix of "fat bouncing gut" and "gelatinous mass".
If this project were purely photo-realistic, I would say that when the bear is walking slowly, it should be a large undulating bouncing movement in the belly, and when he runs, well, we've all seen the slow motion clips of larger people running. It does look like a gelatinous mass. Here is a slow motion video of a larger woman walking: http://www.youtube.com/watch?v=kkPxs7TAvJU - Notice how her belly subtly giggles. (though it would be more obvious if she were wearing lighter colored clothing)
But watch Disney's Jungle Book, Robin Hood, or Yogi Bear, and their belly's animate much more simply. Perhaps though this is because there is a distinction between animating a chubby animal and an obese one. If you really wanted to exaggerate the weight of a fat animal or person, you'd have them stomp dramatically like a sumo wrestler and giggle everything. Here's a clip of the Jungle Book's "Bear Necessities" http://www.youtube.com/watch?v=9ogQ0uge06o
So for this project I think I'll start with a bone or vertex shape group for the belly animation, and then experiment with soft body animation to get more subtle giggles that I can't animate myself. (without weeks of careful giggling)
For more reference, here are some videos of bears destroying campsites. Yogi Bear never looked scarier.
| Inspiration.. | February 8, 2012 - 1:42 pm |

Hi all, this isn't an ATEC related post, but I found a massive collection of mostly good wallpapers on reddit today. I tend to get a lot of inspiration from wallpapers. They're generally either abstract and use the entire rainbow, use interesting design techniques, or are beautiful photographs/paintings. Here's a link to the imgur page that they posted, and to the zip file of all 1000 wallpapers.
| Welcome! / Topics in Animation Part 2 | February 4, 2012 - 6:38 pm |
This is about the third or fourth iteration of the website, and with this version, the most important changes are to the update system, and to the general look of the site! The portfolio system is also much more robust and easier to update.
Because of I'm taking the Arts and Technology Topics in Animation course this semester, I'll be posting interesting videos, links, and show progress of the digital short I'm creating.
For this week's interesting update, here's a video from the EndlessReference YouTube channel! It's a channel filled with slow motion (frontal and profile view) videos of commonly used animations; i.e. walking, rolling, kicking, staggering drunk, et cetera. They also have different body types, like heavy-set male, athletic male, athletic female, et cetera. Check it out!
| Topics in Animation: Part 1 | February 3, 2012 - 11:49 pm |
Well now that I have my website up and running, I'll be putting up more and more content onto my portfolio! My current project is technically still a secret, but I might put up some sneak peeks none-the-less. ;-) I've just started the animatic process, and soon I'll be roughing out the animations.
Stay tuned for more updates! I'll be making one every week for the ATEC "Topics in Animation" class, and possibly more than that!
intific - Art Intern

I interned at intific in Austin for the last two summers, where I converted assets from their library of purchaced assets into assets they could use in engine. This required modelling, retopologizing, texturing, normal and ambient occlusion baking, and Levels of Detail.
PRIME - Osama Bin Ladin Compound

For intific's PRIME project, I was tasked with re-creating the Osama Bin Ladin Compound in Abbottabad where he was killed. The most challenging part of this asset was the sheer lack of reference photos on the internet, as it had only been a few weeks after "Operation Geronimo". It took a lot of digging and research to accurately re-create the compound.
OBLCompound AO3 | OBLCompound diffuse | OBLCompound diffuse2 | OBLCompound diffuse3 | ||||
OBLCompound diffuse lit3 | OBLCompound inEngine | OBLCompound inEngine1 | OBLCompound inEngine2 | ||||
OBLCompound inPRIME1 | OBLCompound inPRIME2 | OBLCompound inPRIME3 | house detail | ||||
image10 | image2 | ||||||
Abrams M1A1

The M1A1 tank project - intific had bought this asset in a package of high resolution meshes, and needed it retopologized and textured for use in the intific "RealWorld Engine". It served as a chance for me to try a huge multitude of tools, including Z-brush, 3D-Coat, 3ds Max, and Blender. In working on it I used about a hundred reference photos.
0riginal High Resolution Mesh | M1A1 In Engine | M1A1 Levels of Details AO | M1A1 Levels of Details Textured | ||||
M1A1 Levels of Details Wireframe | M1A1 Lit | M1A1 Low Resolution AO | M1A1 Low Resolution Diffuse | ||||
M1A1 Low Resolution Final | M1A1 Low Resolution Normal Mapped | Reference Image 1 | Reference Image 2 | ||||
Reference Image 3 | Reference Image 4 | Reference Image 5 | |||||
TuBaGames.net - Sole Artist

TuBaGames.net is a free-to-play video games site that my father and I made, and currently contains a library of games (though only 1 live, 1 finished but not released, and 2 in developement)
Barfight!

"Barfight!" was the first TuBaGames game to be made, and it was originally meant to serve as the lobby - so when you finish playing a game of Ships of Steel, you could return to the Saloon to discuss the game, organize a new game, or take out your frustrations using a bottle and chair. Obviously a violent premise, but given a lighter side by introducing it as the set of a western film, where all the cowboys are stunt men, et cetera.
Promotional Video | barroom 1024 | fight | final empty large | ||||
loading | outside 1132x930 | overtheshoulder 1132x930 | overview | ||||
publicity 0 | publicity 1 | publicity 2 | publicity 3 | ||||
publicity 4 | wardrobe 640 | wardrobe 875x632 | |||||
HamperBall!

HamperBall was originally a game made for my girlfriend, by my father and I in the span of only 1 week (from concept to delivery) and was written in DirectX. We then decided to convert it to WebGL to run on the TuBaGames website. The setting is an entire recreation of the University of Texas at Dallas campus, with gameplay similar to that of Katamari Demachi.
Animated menu screen based on original download page | Ball and Hamper in the animated loading screen | Concept Art | Englarged Hamper loading screen | ||||
Little Hamper eating flowers | Only a 2 ton hamster | Original splash screen for downloadable windows version | Rolling around the phase 8 pool | ||||
View of UTD | |||||||
Ships of Steel - Men of Iron

Ships of Steel is the most recent "TuBaGame", and features ships that can furl and unfurl their sails, and with wind that can blow sails and palm trees. (which actually effects gameplay). It is meant to be a realistic sailing/piracy real time strategy game.
1-23-11 | 1-28-2012 | pre-rendered 2-21-11 | pre-rendered 2-22-11 | ||||
shipmovie | |||||||
Personal artwork, animations, and miscellaneous stuff

Here is a miscellaneous collection of art and other projects I've done in my spare time, that aren't part of a larger project or contracted.
Realworld House

This project was a request from intific's Art Director (2010) to show that I can model realistic assets. I took nearly a hundred reference photos and photos for textures. It is normal mapped and low poly to be used in a game engine.
high poly0001 | high poly0002 | high poly0003 | high poly0004 | ||||
high poly wire | lo poly | lo poly wire | reference | ||||
reference2 | reference3 | reference4 | texture1 | ||||
texture2 | vivis house3d | ||||||
Lemur of Lima

Lemur of Lima is a game I worked on with my father while I was in high school, though development stalled and eventually stopped when the search for a suitable physics engine failed, and attempts at writing our own took too much time/effort. It was designed to be an adventure game - similar to the more recent "Uncharted" series.
BackhoePano | JeepAO | JeepPano | Title screen | ||||
screenshot | |||||||
Websites designed using CSS3, HTML5, JavaScript, and PHP

I am an avid website designer as well as artist. My (pending) degrees are in Computer Science as well as Arts and Technology , and I like to use the web as a platform for programming projects that yeild results quickly, and that I can share with the world.
Public Health Club at UTD Website design

Public Health Club is a national health club started at the University of Texas at Dallas. They hired me to design their website, and I divised an architecture that allowed them to edit the site independently of me, nixing their need to pay me hourly maintanance. (which as a fledgling club, wouldn't be able to afford)
Home Page - Bottom | Home Page - Photo credit - Hien Tran | Officers | |||
TubaGames.net design

TuBaGames.net is the online video game library created by my father and I. It features switchable themes, in-game chat, and other HTML5/CSS3 features.
New visitor splash page | |
Conceptual Elevation Website Design

This is a non functioning concept design of a website for "Elevation Online" - an web-based version of my board-game "Elevation".
elevation website2 | |
My 1-Year Daily Drawing Challenge

In the beginning of May 2012, I read an article on LifeHacker.com about a Seinfeld-inspired daily task motivational tool. Essentially I've pushed myself to draw one drawing a day - every day - for an entire year. Each month I'll be focusing on a different subject matter, be it characters, weapons, vehicles, landscapes, et cetera. You can leave feedback and see reference photos on my Google+ Profile!
Week 1: May 7-12

In this first week I tried to focus on human facial features: eyes, and mouth. I alternated doing a full portrait, and then a study on each feature.
May 08th 2012 | May 09th 2012 | May 11th 2012 | |||
Week 2: May 13-20

More portaits this week...
May 13th 2012 | May 14th 2012 | May 15th 2012 | |||




