Here is a Mech that can transform down into a tank for the indie game Orion: Prelude. Just a quick start on the HP any and all comments are welcome I think i might redesign the front of the cockpit...
Hey again. I have animated more and I am very close to completion. I will take any and all critiques no mater how small or nit picky they may be This will help a lot, thanks.
Hey again. I have animated more and I am very close to completion. I will take any and all critiques no mater how small or nit picky they may be This will help a lot, thanks.
I already did a long crit in PM's so I'll keep this brief.
A lot of the action here isn't justified physically. Don't get me wrong, this kind of animation passes along fine in a lot of games and the piece works and reads, but scrub through it frame by frame and look for how your character moves through this situation. You can tell instantly that he is a weightless bunch of polys b/c physics only effects him when its convenient, there's almost no anticipation or follow through in any of his actions (and not b/c its 1 fluid movement, b/c he slows down drastically at points with no justification).
Look at him flipping off the tree and ending up on the fence. Scrub it frame by frame and concentrate on ''is this motion justified in the physics of the world and his body mechanics?''. Hes just getting into poses, hes not really doing any of these actions.
Similarly, his transition to climbing the tree really just reads as his poses snapping because he moves SO FAST and then INSTANTLY slows down. in that moment the viewer is totally aware that this character and the environment have no place in a physical world, b/c the character isnt paying his dues for his actions, theres no follow through.
I think really that's the main thing to work on, the animation is 90% 'middle', there's very little anticipation, and very little follow through, so his actions are hollow. You have to get to grips with the idea that you dont actually have 100% control over your character, you want him to do things but a lot of your job as an animator is representing physics and body mechanics as a force out of the characters control.
Anarchy - Should have a more dramatic render, some backlighting, shine and reflections. Also the white background makes the contrast to big, hard to se the details in the dark areas.
Looks pretty good. In idle i think he should be breathing and maybe his mouth should be moving as well. He'll need eye blinks and an angry morph when he slams his fist down. Overall though, pretty neat toon.
Hey again. I have animated more and I am very close to completion. I will take any and all critiques no mater how small or nit picky they may be This will help a lot, thanks.
Looks pretty good. In idle i think he should be breathing and maybe his mouth should be moving as well. He'll need eye blinks and an angry morph when he slams his fist down. Overall though, pretty neat toon.
Cheers, yes I agree .. I have many gripes with it myself mostly in the idle portion.
You see in my reel I mix a breathing idle with the idle look1 and idle look2 -
I wonder though, if ideally in a game I would add the breathing as additive, or pre-mix breathing its timing into the idle look cycles ?
Here is a Mech that can transform down into a tank for the indie game Orion: Prelude. Just a quick start on the HP any and all comments are welcome I think i might redesign the front of the cockpit.
Nice. I'm laughing a little cause there's this shadow on the ceiling in my room that is formed by the lamp and the shape of the shadow looks like a mech with tank tracks for arms and a spiral lance for a weapon. Funny how a shadow can conjour up the imagination like that. I even imagined how it'd transform.
Anarchy - Should have a more dramatic render, some backlighting, shine and reflections. Also the white background makes the contrast to big, hard to se the details in the dark areas.
End result is a bit too "sharp" for my liking and this sort of flattens it out a bit, like it doesnt have enough depth, but very well done and very clean. Post some FPV angle shots, as I believe the detail level/sharpness is probably more appropriate for that sort of presentation.
I'm new to modelling so I've been working from an environmental scene to improve my skills. So far I got the focus of the scene (an olden shack) mostly done.
Skylight:
WIP lighting:
So far it's 1751 tris all up and I'm just wondering if that's good/bad for the progress that I've made. I'm not planning on exporting this to a video game or anything, it's just a practice piece to recreate a photo, but I'm trying very hard to keep the poly count as low as possible.
Replies
Also, Which camera should I use? 1,2 or 3?
[ame]http://www.youtube.com/watch?v=CUS_uNxL9_Q[/ame]
I already did a long crit in PM's so I'll keep this brief.
A lot of the action here isn't justified physically. Don't get me wrong, this kind of animation passes along fine in a lot of games and the piece works and reads, but scrub through it frame by frame and look for how your character moves through this situation. You can tell instantly that he is a weightless bunch of polys b/c physics only effects him when its convenient, there's almost no anticipation or follow through in any of his actions (and not b/c its 1 fluid movement, b/c he slows down drastically at points with no justification).
Look at him flipping off the tree and ending up on the fence. Scrub it frame by frame and concentrate on ''is this motion justified in the physics of the world and his body mechanics?''. Hes just getting into poses, hes not really doing any of these actions.
Similarly, his transition to climbing the tree really just reads as his poses snapping because he moves SO FAST and then INSTANTLY slows down. in that moment the viewer is totally aware that this character and the environment have no place in a physical world, b/c the character isnt paying his dues for his actions, theres no follow through.
I think really that's the main thing to work on, the animation is 90% 'middle', there's very little anticipation, and very little follow through, so his actions are hollow. You have to get to grips with the idea that you dont actually have 100% control over your character, you want him to do things but a lot of your job as an animator is representing physics and body mechanics as a force out of the characters control.
hope you like it
Gonna go smash some stone work once in finish this!!
3 for sure!
I agree.. I would have posted that once you have fur on it and say that the base is not yours
-e updated a litttle
Cheers, yes I agree .. I have many gripes with it myself mostly in the idle portion.
You see in my reel I mix a breathing idle with the idle look1 and idle look2 -
I wonder though, if ideally in a game I would add the breathing as additive, or pre-mix breathing its timing into the idle look cycles ?
Nice. I'm laughing a little cause there's this shadow on the ceiling in my room that is formed by the lamp and the shape of the shadow looks like a mech with tank tracks for arms and a spiral lance for a weapon. Funny how a shadow can conjour up the imagination like that. I even imagined how it'd transform.
Anyway it looks good!
Very good !!!
Did some more of this:
Still looooooooaaaads to do, a loooooot of cleaning up as well. Pretty much everything from the waist below...
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Cool work as usual guys, that M4 is looking rather slick Drew++
Lol, oh well. Thanks.
too awesome to get lost at the end of a page
thoughts on how i do this in vray/3ds max?
I envy the talent and dedication, well done
Friend told me to use xnormals, sooooooo much better than baking in max : D
End result is a bit too "sharp" for my liking and this sort of flattens it out a bit, like it doesnt have enough depth, but very well done and very clean. Post some FPV angle shots, as I believe the detail level/sharpness is probably more appropriate for that sort of presentation.
Skylight:
WIP lighting:
So far it's 1751 tris all up and I'm just wondering if that's good/bad for the progress that I've made. I'm not planning on exporting this to a video game or anything, it's just a practice piece to recreate a photo, but I'm trying very hard to keep the poly count as low as possible.
It looks like you need to extend your cage a bit, it is intersecting the High poly on the leg, causing your issues.
crazy awesome work Jfletcher, as usual
some industrial sci-fi weapons for practice!
check out more art at www.paulhoefener.com
It's a bird/
Jmiles : nice style...didnt catch the phallic thing until someone pointed it out.
he needs a huge weapon. and anatomy fixes.
Never done a painted character, but this shit is funnnnnnnnn. been at it since work was out yesterday.
edit, more progress but didnt want to post again
[ame]http://www.youtube.com/watch?v=QzjkHqZeQgQ[/ame]