Hey I'm James 9475, I used to have a thread on here a few months ago when I was trying to get a job in games.
I now work at a really great dev on a high profile game, so thanks guys, it all paid off!
However, my contract will eventually come to an end in a few months, and I need to be prepared for the possibility that I will be thrown to the curb with no contract renewal in sight.
Soooooooo, it's time for me to be proactive and make sure I have a great reel! I'm going to post here the reel that got me my job, and I would LOVE if you guys would give me some feedback.
[ame]
http://www.youtube.com/watch?v=RuBTcc0c4F0[/ame]
Here's what I already know I want to change:
The cyclops run sucks, I want to replace the material referenced from mirrors edge and Uncharted 2, I think I should bin the sneak cycle, there's some random cycles and stuff that prob aren't necessary.
Anyway, thanks for any feedback, and I'll post new animation as soon as I've got it to show!
Replies
Basically its the one clip that makes me want to see more as walk-cycles are pretty dry to non-animators.
First horse clip : maybe work a bit more on the tail.
Not very important, but the two combine on the following sequence settle a bit fast. The attacking one shouldn't get to his oldest position, it feels artificial. Also the weight of the stunned combine should slide a bit to his left side, making him almost face against the ground, very slowly, instead or suddenly stopping.
The ogre (is it an ogre ?) seems like he's punching himself. Also his walk seems a bit too limp.
Even if rather well done, the knight clash seems a bit robotic at times, after the first stab. You should slow down the pace a bit, make it more dramatic.
The combine's collar clips through his head.
The chain clips through the climbing frog's (or Ogre ?) belly.
Also, I second Madmuffin comment.
But overall, very good job. I'm really nit picking here.
just a creative choice mind you.
Thanks for sharing. If you can SS them and throw in some characters with wireframe (including the lichking one) that would be really appreciated.)
Anyway! Great work, I'm not really good enough at animating to really spot the minute things we might be out in at this point.
Although, when the cyclops lifts the big rock, the rock kinda stutters unusually.
+1, both me and Anux were cracking up when we saw this!
Anyway, after seeing it again it feels like the dwarf isn't hitting the litch king hard enough the second time (in my humble opinion, of course)
I've got a piece in my head now I'm ready to block out, and I know which pieces now that I need to re-work or replace, so thanks I might not post a piece for a few days b/c this weekend isnt good for animating, but I'll post something as fast as possible.
Thanks everyone.
I also loved the moonwalk bit, so unexpected and I did laugh out loud.
My only tiny crit on the whole thing, which is so minor it's probably not even worth it, is that the model in the first clip is looking pretty heavily armored to be moving around like that. Normally you'd expect to see someone as agile as that wearing some kind of lycra stealth suit or something.
Not a huge issue but something that might add just the extra edge of realism to your work.
Really fantastic stuff!
Just wanted to say I've always loved this reel, since your first w.i.p thread about it. I think your consideration of criticism is fantastic and any studio would be lucky to have you.
I don't have anything to nitpick that hasn't been said already, but I wanted to note that I think, even though the audio isn't a huge component of a demo reel, that the timing you lined up on the end of the song with the drop of the pistol is brilliant. It shows that you're attentive to small details, which is obviously an extremely valuable trait for an animator.
Great work and good luck with the (hopefully short) job search after your contract expires.
The chain that the ogre climbs up, its very static. Even if it was being stretched tight it would still sway a little bit.
The up and down head motion on the ogre running is still way too much but I think we talked about it before and you had a reason for it, I don't remember what it was tho...
Overall it looked good though (but again, I'm no animator).
I'd personally think it'd be interesting to see you use different rigs like this one.
few crits.
first... you have professional experience now, and none of it appears in your real. Now, im guessing thats because of the NDA you signed, but IF you do get booted to the curb after your contract, try your hardest to get a couple pieces approved for your reel. it will help alot.
second. When your ogre is climbing the rope, his belly is going through the rope. bad bad bad
third. Ogre walk. too slow i think. at the very least, i would make his arms swing down faster.
fourth. the swing at the very start. the motion is there, but i think he's jumping too far off the pole for the amount of speed he has. thats a quick fix though.
besides that, its nice to see you fixed some of the crits people had from last time you posted.
definitely memorable and had me laughing
I'm trying to get rid of animation that's referenced from other games and stuff, here's what I've been working on.
It's rough because I only just finished like, laying it down, no polish work done, but how do you feel about the GIST. Is it still funny that he moonwalks off at the end?
Essentially, if the idea doesn't flow as nicely as the old version, I can turn the new parts of this one into a completely separate animation and keep the old one the same,
what do you think?
[ame]http://www.youtube.com/watch?v=s2gHiskbCN8[/ame]
Regarding new material from my job, I definitely will try and get some of that stuff, but at the moment it's not really an option, plus with personal projects I can spend more time on each individual piece not thinking about deadlines etc.
I am really not an animator either, but i had a good time watching the video!
(unless you were talking about the original spin seen in the reel video, in which case fair enough ill take a look)
Cheers,
[ame]http://www.youtube.com/watch?v=tirK_O2l3TM[/ame]
Edit: By the way. Fantastic work, especially the first Disarm. That made laugh out loud when he danced away.
I agree about the knee bending stuff DKK, ive changed that now ty
[ame]http://www.youtube.com/watch?v=UIpLav8sC88[/ame]
SO like, as a self contained scene, it would be nice to have a little calm idling but the reality is that sort of stuff is a waste of an animation lead's time when he's watching it at lunch.
I'll have a think about it though, cheers
At least, that's what I would humbly suggest.
I guess there are many reasons why you shouldn't, and any professional will undoubtedly prove me wrong in a couple of posts XD
However putting in the titles would be a nice kill 2 birds with one stone thing, so who knows
[ame]http://www.youtube.com/watch?v=dz-rahUx9Dg[/ame]
To be specific regarding crits, the most important thing to me is:
''Is this equally as funny/charming as the original version with the rolling punch?''
TY
P.S. Youtube cut some off the end but I cant be bothered re uploading with filler frames, sorry heh!
cheers for crit
I'm currently working on a new little project in Team Fortress 2. I have a small snippet of facial animation to show you and I would like to get some feedback.
Unfortunately due to various complications I can't get video to an amazingly good quality but I've done my best!
[ame]http://www.youtube.com/watch?v=YpW8_XuJTBg[/ame]
I'm looking for crits on the latest video I posted. If more people are confused I will make a new thread instead.
Ty
edit uh the youtube link/clip no work for me
Other than that, your soldier walk cycle needs his hips/center of mass shifted foward more, looks like his feet are walking ahead of him.
Also, the horse running has a pop at the end of the loop, you should fix that.
Aside from that I think this is really good work.
Alot of the movements in your reel, like the guy who jumps in and makes a sweeping kick with an uppercut(shoryuken) look unrealistic alot due to the unnatural movements of the characters. The poses don't do it for me either, especially not the uppercut(he's holding his arm far too straight up for example). I would,once again, suggest looking at some references, street fighter would be good( see http://image.com.com/gamespot/images/2008/072/939066_20080312_screen004.jpg)
Cartooney is good but keeping the movement timings and poses fairly realistic(despite the very exaggerated movements) is always good.
Anyway, good luck.
I agree totally about the mouth shapes. I cut out a lot of the in between shapes but I definitely didn't cut out enough!
As for the crits on my reel, I will stress once again that I am not asking for crits on my reel and I should have made a new thread, HOWEVER:
Thank for the crits, I find this stuff extremely useful and it makes me go back and improve things even when I wasn't intending to!
To specifically answer you crit, my feelings are this:
I agree about the shoryuken punch, it isn't quite right and I will make a change to it for sure. However, regarding the 'realistic characters moving like cartoons', in all honesty I have found that a really appealing strategy as far as employers are concerned. A large majority of the people I talk to find this juxstaposition adds a level of fun or even comedy to what might other be rather simple sequences. Having said that, I never, ever, ignore a critique, and I will have a serious think about the style of my next piece.
Thanks for everything guys, I will probably not reply to this thread again and will instead make a new one specfically for the team fortress 2 stuff, but it's been a really nice little update for me to get crits on all this stuff
Perhaps I wasn't too clear on my last post. I didn't mean that you should stop doing cartoony animations and only do realistic ones. Cartoony animations are actually more appreciated by people, if done right. Adding humour to your work will make it more interesting in my opinion so by all means, keep doing it. I must however stress the fact that even cartoony animations need a bit of realism in them to make them look more natural. Look at pixar's animations for example. The characters do have funny and exaggerated movements but they still seem natural. The same thing goes for the old disney short films. There are, of course, some very unrealistic animations there but they still feel natural. I hope you understand what I mean. But judging from your latest video you seem to be on the right track!
Good luck with your work!