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/3/ - 3DCG


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496655 No.496655 [Reply] [Original]

My latest animation I spent the last few months on, super far from perfect as i ran into many issues I couldn't figure out, but what does /3/ think? https://youtu.be/9A8On3T3pRw

>> No.496661

>>496655

The "story" is boring and not surprising and doesn't lead to an satisfying conclusion. The grass looks bad and the camera makes me want to slit my eyeballs.

Worst of all is your credits, they made me cringe so hard I instantly closed it. DO NOT REPEAT YOUR NAME FOR EVERY JOB.

Don't put your home address on your public CV. Also it's too long, nobody cares that Rugby is like American football, but without the padding. Trim that shit down.

>> No.496662

>>496661

Continued: Congrats on finishing the project and not giving up half way though, there's hope for you yet.

Somebody figuratively pissed in my cornflakes today so I'm pretty grumpy which is why my previous post might seem a little hostile. I'm not saying any of it isn't true, but the tone might have been a bit much.

>> No.496671

>>496661
I second this. however I did like the camera after the oasis bits

>> No.496897
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496897

>>496655
Not to be an asshole, but everything is indeed very bad. But don't give up, you surely learned a lot along the way, and your next piece will be better!

>> No.496913

You didn't take any of the advice you were given last time you posted this model. It still looks like ass and nothing about it is aesthetically pleasing.

>> No.496942

>>496655
>kojima levels of camera use
for what reason?

4/10 overall

>> No.496953

>>496913
I think it looks alright and idea behind it seems good. But it could be less blocky and clayman like

>> No.496964

Is it supposed to look bad stylistically or...?

>> No.498371

>>496964
cut the dude a break lol, kid's probably like 14 years old

>> No.498450

>>496655

Grass does not match the rest of the model's texturing, makes it look pretty jarring, and something is most certainly off with the detail level in the liquid as well; both look too high quality in contrast with the lower quality rock texture, and clash with the generally low poly appearance of the giant.

It's a start, but needs lots of refining.

>> No.498464

>>496655

OP, aren't you going to respond to or at least acknowledge the feedback?

>> No.498477
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498477

>>498371
I've seen people of all age do worse (or better), so age is probably not relevant to the fact it mostly sucks

>> No.498523

>>496655
The camera random instant zoom ins and shakes are awful, the text oasis is an eye sore and their is too much stalling in the begining. The text credits are hard to read due to the text effects around it and the black background, which by the is also such a noobish move since the color palete of the animation does not match this.

What is good however is that the look of the monster and its animation is okay with passable water effects to boot.

>> No.498540

You need to read up on cinematography if you are gonna present it as such.

>> No.498546

>>496655
>put your full name on 6 jobs
>only puts the first name of Zach

Well fuck you too.

Why did you use:
Photoshop AND gimp?
Audacity AND logic pro?
Vegas, Premiere AND After Effects?

It's like you have no idea what you're doing in any of them or just lying to pad the list out.

>> No.498725

>>498464
I think he got scared and ran away

>> No.498784

https://www.youtube.com/watch?v=IXy-hjCVeAE

he is pretty decent! With some help and practice this kid is going further than 90% of /3/

>> No.498916
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498916

>>498784
Clearly

>> No.498931
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498931

>>496655
Seems like a lot of people on this board are assholes who like to pick fights and assume everyone knows everything. I will give you the impression I got as a fellow new user:

The grass I thought was lovely.
The water is awkwardly bumpy and the intro doesn't really need so much emphasis on Oasis. Maybe start zoomed in and zoom out?
The facial animations were awkward, almost robotic due to the squareness of the creature's head , eyes, and mouth.
I like the idea you are going with. It can display a lot in one sitting: versatility in textures, attention to detail in animation since you aren't making the character jump you can focus on the smaller details, the sound fidelity, and overall creativity.
Buckle down and perfect that thing and you could have something really nice on your hands.

>> No.499245

>>496655
What's up with that grass though, seriously? It looks like quicksand. It also seemed to move spastically when the focus was on that thing.

>> No.499258

>>499245
I took grass from a previous project I did a few years ago and that project was done based offa some tutorial that had that crazy grass in it, it uses some wavy sine filter and slight jitter to make the grass move like that and a gradient fading to transparancy that makes it look so green. also it has some glitches in certain frames that i was unable to fix and got mad at after spending 2 days on fixing it so i just rendered them out

>> No.499259

>>499258

You really need to stop recycling old work. The standard in graphics moves so fast that you need to learn to keep up.

>> No.499307

>>498931
fuck off

>> No.499308

If i were you i'd remove my name of that

>> No.499400
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499400

Since I have little to no modelling experience or anything to do with grass/water effects I am going to just give you comments on your animation.

There isn't to much going on animation wise. I assume this is due to either one or two things.

1: The rig/model made animating it difficult
2: You don't feel comfortable overall about animating

As for my suggestions. Arcs you need to follow/use them. One of the principles of animation is of course arcs.

When he 1st rocks his head back, he does have a good arc path there. The rest however he goes from place to place very straight ahead.

A good and cheap way to do this I find is to literally draw on your monitor with a dry eraser marker. Identify the part of the body that your animation is focused on and decide where the movement is coming from. For example the head tilting back and around should be driven by the neck/chin area. That being said you could use his mouth as your reference point.

With the marker draw a line along the path where the mouth travels. You are aiming for nice smooth arcs,not straight lines or jagged arcs.

Good job finishing a project. That's more important than anything else. Just keep working and learning. Eventually you'll get to where ever you want to be.

Just keep it up.

>> No.499407

>>499400

When I move my hand around my fingers dont magically bend backwards. Is there something wrong with my fingers?

>> No.499426

>>499407

Yes they do

Try doing the "What are those" gesture and you'll see

>> No.499502

>>499407
you also aren't a cartoon character
If your fingers are limp they will have that drag and follow through, but not as exaggerated (and its probably blurred to your own eye because its so fast and minute)

>> No.499504

>>496655
A couple of gripes I haven't seen in other posts
Don't Zoom super close on a texture unless you're sure of its quality. The zoom into the Golem's skin was awkward, and then I saw that the texture was pixelated which breaks the illusion of it being "real"
Same thing with the camera movements, the way it moves is pretty improbable and switches from a sort of handicam look to a mechanical look on a whim, so I instantly know that it isn't a "real" camera
Was there a reason it was a minute long with so much time on the title? It didn't need near as much time, it could have been the same in 30 seconds and the "its actually a giant" twist would have been more poignant. Really, the more you put into a short that has an anthropomorphic character, the more people try and make a story from it, so if there isn't much and it's still a minute long people lose interest. I've seen a lot of shorts fail because of the same problem, they didn't want to focus on story yet the put focus on a character's performance.
but keep on keeping on, you learn something new every time

>> No.499610

The glowing purple is not good.