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Hash, Inc. - Animation:Master

CreativeAustinYankee

Craftsman/Mentor
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Posts posted by CreativeAustinYankee

  1. Wow, looks great.

     

    The head and feet are a bit large in porportion to the rest of the body, thus Daniel's "baby" comment. I'm not sure if that's the style you were going for, if you want a more adult appearance while keeping the head the same size, if you enlarge/lengthen the upper leg/hips and lengthen the tail, that might work.

     

    Anyway, good luck with it.

     

    Steve P.

  2. My only crits are small ones.

     

    The part where he rocks back and slips off/down the planet he's on seems a bit fast, there's no anticipation. Perhaps, the rock back could be slower or as it reaches it's balance point, it comes to a stop before spinning back. He could just start to realize that somethin's wrong and then wham.

     

    I think that what you were showing with the end grin and the eyes was "dizzy", but it seems abit more like "dopey". It seems a little quick. Something about it isn't reading as clear as you intended. Perhaps, he shakes his head to gather his wits?

     

    Just my two cents,

     

    Steve P.

  3. IMO: In My Opinion

     

    My only crit is more a matter of taste. I love the wood texture, very realistic... but that's my problem with it used here. It seems a bit out of place in contrast with Shaggy.

     

    Love the use of the Voyager music.

     

    Steve P.

  4. Russel,

     

    Overall, an interesting idea.

     

    The color scheme is fairly good, I like the contrast with the metal, donkey fur, red curtain, wooden floor, and cello. The lighting is spot-on (sorry... bad pun). The mechanical arms are well done.

     

    Okay, areas that I think could use some improvement. The following is just one guy's opinion.

     

    Overall, donkey is disproportionate, especially his legs and head. Donkey should be squat with short legs. His head seems small compared to the rest and his neck seems a bit too long. His eyes and his muzzle could be bigger.

     

    Dude, you forgot Donkey's white patch on his chest and the tuft of hair on top of his head.

     

    Donkey's head looks a bit reflective.

     

    If I were going to do something simular, I'd "Borg-ize" a bit more. Perhaps give him an eyepiece. Replace one ear with an antennae.

     

    Give the rose stems a bit of bow to them.

     

    Anyway, that what strikes me as needing improvement.

     

    Steve P.

  5. If you haven't already:

     

    Just some suggestions.

     

    Enhance AM

     

    Conform, Skycast, and/or other nifty plug-ins

     

    Tutorial or two from Anzovin

     

    The books from Richard Williams, Preston Blair, or some other solid book on animation or 3D.

     

    Try spending your money on something that will help you with your weakest point.

     

    Merry Christmas/Happy Birthday

     

    Steve P.

  6. Considering that this is going to be a "manufactured" item, randomness of the leaves isn't as important, especially depending on how much of this is going to show in the final output.

     

    I do recommend making the "leaf" feet a little bit larger and curlier, but that's more personal preference.

     

    Good luck with it.

     

    Steve P.

  7. 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.

  8. 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. B)

     

    Steve P.

  9. 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.

  10. 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.

  11. I think, above all else, tutorials covering the advancements in bone weighting, hair, dynamics - the warrior "walk" test for example, expressions, anything to help the inexperienced user gain some understanding as well as show the old pros a few new tricks.

     

    My two cents.

     

    Steve P.

  12. 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.

  13. ...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!!! :D

  14. 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.

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