Put a few hours in myself, the graphics are a huge improvement over the original and i love the original organic feel they've created for the aliens. The mouth cam was genius. The game has a long way to go though in terms of becoming a worthy succesor in my opinion, and i'm not reffering to lag and bugs as this IS an early…
If you're going to keep working on this, I'd animate a run cycle and use what you learn from that to inform this piece (or just work directly on this, I just thought a cycle would be easier). The contact of the feet, the up-down motion of the hips, and the readability of the silhouette can use use some work. This is a cool…
Hey BNielsen, thanks for the in depth feedback! About the shark creature, the design was made by CreatureBox. But you're right, it was initially a speedscult that I refined a little to put in my portfolio. My goal with this character was to show that I can also do cartoon stuff. But it brings down the whole quality of the…
Hey Angel! Cool stuff, and congrats on your first post for critique! Jumping in, I'm going to start by focusing on the reel presentation. A great presentation can go a long way effectively making your work pop, while a poor presentation can sink even the best animation. With this in mind, here are a couple of suggestions…
I'll tell ya what. Find me a genetically engineered TALKING animal of any sort... actually, scratch that. Find me a mutated or genetically engineered 4 legged animal that walks on 2 feet, that isnt normally capable of it. And they have to do it all the time, not just a couple steps. Show me that, THEN your statement above…
Starting with basics before moving into more complex scenes definetly helps. If you can't deal with 2 of them then trying more will just add to the stress! But building up gradually lets you focus on what matters. Earlier in the year I had to make a bunch of enviornment art and I didn't really know how to texture or even…
UV Maps are unnecessary if I'm sticking to using just vertex colours, aye? 'Tis what me low poly reference models have; characters and creatures use vertex colours, whereas architecture and vegetation have actual uv maps (to utilize textures). On a different note, I've been screwing around with 3DS Max biped. It's bloody…
If you're using Maya the Quick Rig is even easier than Maximo and it gives better results, plus it plugs into HumanIK so you can drop animations on it with barely any effort. https://www.youtube.com/watch?v=o1L3Unmm588 But there are two downfalls to Quick Rig, 1) it doesn't do fingers. 2) It only handles bipedal…
If we're looking "The Art of..." typed books, then The Oddworld Inhabitants book might be my favourite it goes through each of the games, including several of the cancelled ones, and discusses development and aesthetic choices. It's also really pretty. https://www.ballisticpublishing.com/books/oddworld/ Goblins of The…
I applied to every studio in AU/NZ with this reel and didn't get a single reply! https://vimeo.com/142832793 I decided to focus on what I enjoyed most (creature anim) for about 4 months and started to reapply with a fresh reel. Managed to score a junior animator position at the first place I sent it to! (luma pictures)…