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Hash, Inc. - Animation:Master

CreativeAustinYankee

Craftsman/Mentor
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Everything posted by CreativeAustinYankee

  1. Great work! A few things I noticed: Color, like some of the others have suggested. Perhaps a faint greenish tint to the metal. Too much green would detract from the "robot" look. The legs seem a bit long, if this guy does some kinda Transformer move and tucks his legs under his shell I suppose that could work, but for a real turtle the legs would want to be shorter. Anyway, good luck with it. Steve P.
  2. One area that hasn't really been commented on is the hands/gauntlets. The "look" of the rest of the armor makes them seem a bit simple in contrast. I recommend segmenting the fingers. I like the "Cylon" type helmet. Keep at it, I can just picture a dozen of these guys armed with laser rifles heavily engaged in a fire-fight. Steve P.
  3. Sharky, I think the texturing has been done well, but with such a "cartoony" character, is it really even needed? I don't want to discourage you or your progress and I may be off base here, but it seems out of place for the look of the character. Just my opinion, Steve P.
  4. Before you do much more, back up a copy of your model, I suggest a different copy for every major change, this way if you change your mind about the look, you only have to open the appropriate model. It seems a bit patch heavy, this would slow your render time if you wanted to animate it. It looks like you may have deleted some cps but still have left some viable 4 point patches, it's a little hard to tell. Give us a wireframe with the mouth problem. If that's the case, you might try to unattach the splines that are giving you the problem and move the cps where they should be. You might also consider a boolean mouth shape and cut it into the head, much like the jack-o-lantern tute. Again, animating something like that might be a headache. For the eyes, you might consider making holes in the head by unattaching two sets of intersecting splines toward the top, make a couple four point single spline loops, and attach them to the splines you just unattached. From here, you could extrude the "eye" spline and form an eye stalk, or you could extrude and resize the splines, rounding them to form eyes. Just a couple of thoughts, Steve P.
  5. Very imaginative creature. I have to agree with the others, the breasts and upper arms seem a bit large and the legs really seem too small to effectively support her weight. Should be an interesting creature to animate. Steve P.
  6. Nice work, makes me want to pop in Princess Bride and watch the swordfight between Cary Elwes and Mandy Patinkin. Just a few minor nit picks. The shading works well most of the time, but, for example, where he lands into a croutch, his clothes all kinda meld together and it loses some of the illusion of depth. I know, I know - ninjas and swashbucklers wear black just for that purpose. I was thinking about how I might tweak this. The few suggestions I can offer are either a slightly different pose or a fill light. And a fill light would probably rob you of the look you're going for. Then again, this is a minor nitpick and most people wouldn't even notice. Something seems just slightly off about the sword spin. Too fast?, not enough weight?, ease in -ease out?. I can't really pin point it. Oh, depending on the action of the scene and what characters are involved, I also would recommend just a bit more florish, ie perhaps a higher throw, more exaggerated movements, - in short a bit more showmanship. Just my two cents, Steve P.
  7. ...To start out I want to point you to a site that shows a little of what goes into the preproduction of an animated series. Klasky Csupo Animation Lessons... Bonus! Models sheets for Ickis, Oblina, and Krumm too!!!
  8. I LOVE the character of this model!!! A whole lot of personality. Villains are always so much fun! About the only thing I can add is some concern over animating the mustache...i.e. Snidely Whiplash from the Dudley Do-Right cartoon was always twirling and pulling on the ends of his mustache or when he talked how the mustache moved... actually, this kinda thing goes back to the vaudeville days and early silent movies, but I digress. As it is now, it seems too flat to really allow for this type of animation. Just my two cents, Steve P.
  9. ... chuffed... Okay, I'll admit it, I had to look that one up. http://english2american.com/dictionary/c.html I'm using Geri as the reference for an elderly chap of my own, I'll probably try a cross between Victor Navone's and Jason Osipa's set ups, but with so many projects screaming for attention, it'll be awhile before I dive into that one. This clip also inspired a museum piece that I plan on working up for the 9 Months 30 Seconds group. Thanks. http://www.fiercefire.com/cgi-bin/yabb/YaBB.pl Steve P.
  10. Excellent work. The character reminds me alot of the character in Pixar's Geri's Game (the old man playing Chess against himself). Very fluid movement and expression, inspiring work. Steve P.
  11. I like the over-all look, but the tail looks more like it belongs on an aquatic creature. Don't misunderstand, I like the look of the tail, but it just doesn't look like it matches the rest of the character. Just my two cents, Steve P.
  12. From the credits it looks like you did all the work on this except perhaps the music. If that's the case, a simple "Film By" or "Created By" should suffice. And, of course, were something like this going to be submitted anywhere, proper credit for the music should be added. Steve P.
  13. When I look at models like this, I try to see the "character". The impression I get with this guy is that he's a worry-wart... somewhat anal retentive... and maybe not all that bright... he doesn't know alot so he relies on the"rules" to guide him through life. As, such, he could be anything from an accountant, or underling (yes man) of a big boss, to some form of scientist or researcher, mathmatician, there's quite a few possibilities. Bottom line for this character, rules and numbers govern this person's life. Or maybe I haven't had my medication today... My two cents, Steve P.
  14. I hope the dino's a pet or you're gonna need a new avatar. The walk seems "off" somehow, like maybe the feet are slipping? My two cents. Steve P.
  15. I like these! They remind me of a purple minor character in The Neverhood game.(comes out of the wall and clubs Klayman over the head with a mallet) That guy kinda waddled when he walked. Animating these should be alot of fun.
  16. Great work. A few more crits, some of this is nitpicking, but hey... Her nose seems a bit thin. Eye color too closely matches her skin tone, I recommend green or maybe blue, oh heck I dunno...something that doesn't match her skin color but goes well with her clothing and hair. Depending on what the material is supposed to be, maybe a little less shine with the clothing. Give this poor lady some hair.
  17. As far as clothing goes, it depends a bit on what this character is going to be doing. After all, James Bond doesn't always wear a tux. Think about what type of character this is, what kind of personality does she have. I did notice that the first drawing was the only one that gave her long hair. The 1st choice: - this is the most "feminine" of the choices. There's a definite sleek sexuality. This is a woman who knows how to use her sexuality to the best of her advantage. "Sleek" best describes this look and her actions would reflect that, stealth and subtlety are her largest assets. Animating this shouldn't be a big problem, but you'll have to watch the creases with some of the more extreme poses. The 2nd choice: - this is "full combat mode" This is a chick that doesn't take sh*t from anyone, male or female. There's nothing subtle about this, it means business. Animating plate armor with the new weight control system should make this a fairly straightforward task. The 3rd choice: - this is more the "adventure hero" look, out and about in the wild, untamed places. This is a no nonsense "get the job done" look. The apparatus on her arm may have some possibilities to assist her with this Animating this shouldn't pose too many problems, depending on the arm thing. The 4th choice: This is the least defined of the looks, almost a cross blend between the first and the third. There's a sleekness about it, but it also has a no nonsense quality to it. Animation this should be no more difficult than the first look. Actually with the hair, it may be easer. Well, there's my take on these outfits, and no.... I wasn't a fashion consultant in another life... really Good luck with it. Steve P.
  18. To give him a more "robotic" look, I'd suggest giving him some hexagonal, square, or otherwhise mechanical (think primitive shapes) irises, possibly apply a "tech" pattern material as well. Just my two cents, Steve P.
  19. I like the ship, very nicely done without going overboard on the nurnies. One small nitpick, have you considered changing the color of the glowing lights? The dull yellow is okay, but I recommend experimenting, maybe green, red, electric blue... anyway, like I said it's a small nitpick Show us some more of this when you get a chance. Steve P.
  20. The following are just my observations, feel free to ignore them. Looks pretty good, overall, a decently modeled cartoon baby. Nice anticipation with the eyes. The blinks are well timed. His eyebrows seem straight, give them some curvature. I did notice that his head turns seem robotic, perhaps a bit more ease-in/ease-out. Perhaps a little secondary motion with the hair. lengthen the inhale/exhale just a little and/or hold the breath for a beat to emphasize the "boredom sigh". He has a ball to the side, if you stick with the color background that you have, I'd recommend changing the color of the ball to yellow or bright green, something in contrast to make it stand out better. As far as what to do with his hands, perhaps you could give him something to interact with, like the ball. Unsure of the direction you want to take with this, try out a few different camera placements and angles, the one you're using is adequate, but it's hard to tell if it would work well once the other items for the scene are in place. Anyway, good luck with it. Steve P.
  21. I like this quite a bit and I'll be doing something like this for one of my next projects. The one thing that struck me as a bit out of place is the placement of the "ghost light", it seems centered on Thom's midsection. It takes away from the effect, have you considered a more "full body" light? Oh, with ghosts, it helps add a certain "netherworldly" quality if you tint the light with a touch of blue or green. At then end, the light against the wall that Thom walks into seems a bit too intense, or maybe I"m being picky. In any case, excellent work. Very inspiring. Steve P.
  22. I think if you very clearly put up a disclaimer in the post that your work may offend some, then I believe you've done the responsible thing. Just like character studies of nude 3D models. Advanced warning should be sufficient. Just my two cents, Steve P.
  23. Interesting critter, reminds me of the Street Sharks cartoon series. Have you considered adding a dorsal fin? I look forward to seeing more. Steve P.
  24. Looks pretty good. Somethings I noticed: His lip coloring might want to be slightly darker, to help accentuate the mouth. Just a little darker. His hand doesn't seem to match the rest of the character. The fingers are fine, but down toward the wrist, where the thumb meets the hand seems kind of flat. I suggest thickening that area a bit, give his thumb a little more meat . Just my two cents. Steve P.
  25. Great work!! If you're looking for some more inspiration, you may already be aware of this, try to get ahold of some old Popular Mechanics mags, they've got tons of reference material you could work with. Steve P.
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