Hola, everyone!
I've just finished putting together a new reel of my character animation
work. I'd love it if you'd take the time to check it out!
You can download the high quality .avi from my web portfolio:
45MB DivX video
Or, if you can't wait that long, check it out on YouTube:
Character Reel on YouTube
I'm eager to hear what you guys think! Peace,
David L. Sanhueza,
Digital Artist
www.sanhueza.com
Replies
But I'm guessing your not going for a modeling/texture position but an animation one.
The animation work is pretty good. At the beginning it doesn't look like he is just pushing the spear through the air, needs more feedback of the flesh impact. The lean at :44-:46 looks unnatural as if he'd fall off the ledge. All in all the animation is pretty tight.
Nice animation work, though - it was entertaining.
I think it would really tie it all together nicely.
Here's a breakdown of who did the character textures:
Paul Brandl: Egyptian Priest with the cobra staff
Jeff Depuy: Roman Spearman
Cory Strader: Masked Persian who gets pushed off the wall, Drowning King, Ladder Guys
Myself: Hairy-Chest Guy, the Woman, Spartan javelin thrower, Greek Swordsman who gets knocked down
Dekard - thanks for the animation crit. You've got a good eye for detail.
edwardE - good point. I'm putting my faith in people's patience, and in the entertainment value of the intro.
Randommonkies - great idea about the ancient civilizations intro! Why didn't I think of that?
- me
www.sanhueza.com
The only one thing that I found weird is the guy drowning and then floating up with his shield on hand.
Those heavy bronze shields aren't made for swimming, and even if he could to a point swim with it, it'd be nice to have it drop from his arm and plummet in the water while the guy's corpse floats upwards.
Great stuff though.
t4paN - Thank you for the kind words! You're right about the drowning animation. It was under the constraint of being for a game, so there were some things that could not be done realistically. First, the shield had to stay close to the bodies to keep the collision box reasonable. Secondly, players aren't going to stick around for several minutes waiting for a dead body to float to the surface, so the falling/rising aspect of the animation had to be sped up dramatically compared to what would happen in real life.
Dekard - nope, you're right.
- me
www.sanhueza.com
Character Reel on CGPortfolio