Thanks for your insights, very helpful. I hope you don't mind, but I forwarded your tips onto a few of my class mates as I think it will help them as well.
I have been working in the visual effects, Film and Video, and at Alias, the 3D software company for a total of 13 years. Of all the platforms (SGI, PC, Mac) I still use my mac the most. In fact I use Maya on my Powerbook exclusively. I love Panther, Apple industrial design, Final Cut, blah blah blah...
For me it's more than just having a fast machine. It's about being productive and actually making a profit in your business. Apple for me has been a huge blessing. I don't have to worry about hardware and software incompatibilities and stupid viruses slowing me down.
Any words on when will OpenGL 2.0 be offically released?
I have heard "coming soon" for a long time
Also......if you don't mind please go check out my site (in my signature). Tell me what you think
But promise me don't laugh.....I know it's amatuerish (the character movements needs a lot of work, I will try to work a bit harder in that department on the next installment)
Leonis if you want to latest info on OpenGL 2.0 I would go to www.opengl.org to get the latest info. They are very good about updating the info about OpenGL and the meetings that are going on. In fact this is one of the best sites for info on OpenGL in general.
As for your work, your visuals are very good. You have some nice use of camera framing in some of the pieces. It also looks like you are making good use of mixing 2D and 3D work together. This is a very powerful skill to learn. People some times want to do it all in 3D, but it results in more work than it usually needs to be. I think you are right about the character motion, but it is a very good start.
One suggestion is that you might want to add higher quality textures to some of your models to help give them more realism, if that is what you are after.
It looks like you all ready have a good grasp on how to use some of the tools. The thing I think I would work on now to improve your pieces is your story. You can have the best visuals in the world, but if your story doesn't keep people interested then your visuals are nothing more than eye candy.
I would create shorter segments that have more story punch in each piece. That way you keep people interested, and wanting to come back more often. A good way to improve your skills with the tools is to do someone else's story. I know that it sometimes feels like you should do it all on your own. But when you work with someone else's story it gives you a perspective of what it's like working in a production house. This also lets you explore other ideas in a way that you might not have come to on your own.
Other than that you have done some great work for one person working on there own. Especially if you don't do this for a living, and it is for pure fun and enjoyment.
One suggestion is that you might want to add higher quality textures to some of your models to help give them more realism, if that is what you are after.
[/B]
Yeah I will. Actually there are quite a few (two or three) characters in that scene have more detailed skin texture....but it' the lighting stuff that hide the details
As I have to build like around 100 models in 2 and a half month I really did sacrifice many other areas
While were on the subject any people interested in character animation should check out The Human Figure In Motion by Eadweard Muybridge. It's all sequences of human motion using high speed photography. It's a classic book and it will really show you what your keyframes should look like for a lot of different types of movement. You can find it in a lot of places including amazon.
the problem with muybridge is that many sequences were pieced together from photographs made from different viewpoints (i.e. cameras failed during the sequences and other photos were spliced into the sequences). besides, he was basically just a perv. the work of etienne jules marey is much more useful, and includes many records of animal movements including bird flight that are astounding.
the problem with muybridge is that many sequences were pieced together from photographs made from different viewpoints (i.e. cameras failed during the sequences and other photos were spliced into the sequences). besides, he was basically just a perv. the work of etienne jules marey is much more useful, and includes many records of animal movements including bird flight that are astounding.
Comments
Thanks for your insights, very helpful. I hope you don't mind, but I forwarded your tips onto a few of my class mates as I think it will help them as well.
Les.
For me it's more than just having a fast machine. It's about being productive and actually making a profit in your business. Apple for me has been a huge blessing. I don't have to worry about hardware and software incompatibilities and stupid viruses slowing me down.
My 2 cents.
What's the BB tv interview for?
Originally posted by Leonis
Hey boba fett
What's the BB tv interview for?
I did a short film called The Transfer for a festival called Digital Gun Awards.
http://www.digitalgunawards.com/thetransferhtml.html
http://homepage.mac.com/bgundu/PhotoAlbum6.html
Originally posted by Leonis
I am an amateur doing all modelling in Cinema 4D, does it count?
Amateur, my ass! We've seen your stuff!
Originally posted by Leonis
Hey Mr. G in the S
Any words on when will OpenGL 2.0 be offically released?
I have heard "coming soon" for a long time
Also......if you don't mind please go check out my site (in my signature). Tell me what you think
But promise me don't laugh.....I know it's amatuerish (the character movements needs a lot of work, I will try to work a bit harder in that department on the next installment)
Leonis if you want to latest info on OpenGL 2.0 I would go to www.opengl.org to get the latest info. They are very good about updating the info about OpenGL and the meetings that are going on. In fact this is one of the best sites for info on OpenGL in general.
As for your work, your visuals are very good. You have some nice use of camera framing in some of the pieces. It also looks like you are making good use of mixing 2D and 3D work together. This is a very powerful skill to learn. People some times want to do it all in 3D, but it results in more work than it usually needs to be. I think you are right about the character motion, but it is a very good start.
One suggestion is that you might want to add higher quality textures to some of your models to help give them more realism, if that is what you are after.
It looks like you all ready have a good grasp on how to use some of the tools. The thing I think I would work on now to improve your pieces is your story. You can have the best visuals in the world, but if your story doesn't keep people interested then your visuals are nothing more than eye candy.
I would create shorter segments that have more story punch in each piece. That way you keep people interested, and wanting to come back more often. A good way to improve your skills with the tools is to do someone else's story. I know that it sometimes feels like you should do it all on your own. But when you work with someone else's story it gives you a perspective of what it's like working in a production house. This also lets you explore other ideas in a way that you might not have come to on your own.
Other than that you have done some great work for one person working on there own. Especially if you don't do this for a living, and it is for pure fun and enjoyment.
Nice work!!!
- G in the S
It's not easy to create an entire world like that. Any flaws are more than made up for in ambition.
It's a world/vibe I hadn't quite seen since Richard Corben's underground comic work, Den specifically... (adults only, sorry!)...
He had some similar color sense and nice blurring going on. And stories that are at once familiar yet original.
Keep em coming!
Originally posted by G in the S
One suggestion is that you might want to add higher quality textures to some of your models to help give them more realism, if that is what you are after.
[/B]
Yeah I will. Actually there are quite a few (two or three) characters in that scene have more detailed skin texture....but it' the lighting stuff that hide the details
As I have to build like around 100 models in 2 and a half month I really did sacrifice many other areas
Originally posted by cowerd
the problem with muybridge is that many sequences were pieced together from photographs made from different viewpoints (i.e. cameras failed during the sequences and other photos were spliced into the sequences). besides, he was basically just a perv. the work of etienne jules marey is much more useful, and includes many records of animal movements including bird flight that are astounding.
I agree 100%. A great book to check out is:
Picturing Time:
The Work of Etienne-Jules Marey
by Marta Braun