Aphek's Posts
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nice work. |
@NWFX Nice storytelling. But the basics, walkcycle, personality etc need more work. Again nice work. |
Nice going. Can't wait to see ur shot. |
@okx How many frames does it takes to turn a head? And how many frames does it takes to do a blink? Two blinks for that matter. Add it up. You will see the essence of using a single blink. Anyway, everyone is entitle to his opinion. The keys on my animation needs cleaning. Cleaning keys is where the bulk of the work is. I left everything at linear keys in order to meet the deadline you set. We were given two weeks to do this simple animation and till now we are still dragging this. For me two weeks is two weeks. I am not doing anything more until the next challenge. Cheers man. |
@okx - What happened to his glasses in the last clip you added? - For a head turn, the character should blink once and not twice. - The blink should occur at the lowest point of the head turn not before or after. - Did you and the first blink to indicate anticipation? - The eyes should lead the turn before the head follows. - For a close-up shot of the head, attention to details matters alot. |
so much for cg in Nigeria |
@Kemjisuper Far from it man. My nairaland account got suspended and i could not post anything. Thankfully I am back. Here is my final clip. I don't have time to clean up my key but I think the animation is ok. @OKX Where are you? @9tLecturer Whats happening? @all Where is everybody? |
@all The first post was just a basic walkcycle. I did to get the ball rolling.It is easy for me to add attitude to the was by adjusting the passing position on frame 7 and 19 ( I use a 25 frame cycle). I work fast and when the need arises it is easy for m to slow the walk by scaling the keys on the timeline. Since OKX has chosen the swagger type of walk ( just coined the phrase) I did a walk cycle which I call the mumu walkcycle. The walk is not as smooth as I would have loved. This is a rigging issue as the rig uses only ik for the chest controls and no fk. I did the rig a long time ago while learning how to rig. For those that do not know, 1) Play the movie with Quicktime player 2) Use "Ctrl + L " to loop the movies. |
@all The first post was just a basic walkcycle. I did to get the ball rolling.It is easy for me to add attitude to the was by adjusting the passing position on frame 7 and 19 ( I use a 25 frame cycle). I work fast and when the need arises it is easy for m to slow the walk by scaling the keys on the timeline. Since OKX has chosen the swagger type of walk ( just coined the phrase) I did a walk cycle which I call the mumu walkcycle. The walk is not as smooth as I would have loved. This is a rigging issue as the rig uses only ik for the chest controls and no fk. I did the rig a long time ago while learning how to rig. For those that do not know, 1) Play the movie with Quicktime player 2) Use "Ctrl + L " to loop the movies. |
This is the front view. I am will start blocking the rest of the performance hopefully today. |
This is the side view. |
@all The first post was just a basic walkcycle. I did to get the ball rolling.It is easy for me to add attitude to the was by adjusting the passing position on frame 7 and 19 ( I use a 25 frame cycle). I work fast and when the need arises it is easy for m to slow the walk by scaling the keys on the timeline. Since OKX has chosen the swagger type of walk ( just coined the phrase) I did a walk cycle which I call the mumu walkcycle. The walk is not as smooth as I would have loved. This is a rigging issue as the rig uses only ik for the chest controls and no fk. I did the rig a long time ago while learning how to rig. For those that do not know, 1) Play the movie with Quicktime player 2) Use "Ctrl + L " to loop the movies. |
@all hi guys. Was able to do something with the little time I have. I was unable to use the rig that I intended to use. I really do not have time to learn how to use the rig. I ended up using one of my old rig. This is just rough pass at the walk-cycle the acting will come later when i am able to squeeze more time. Critiques please. @OKX Nice Swagger. |
@OKX Nice work. Critique ------------ 1) The timing or spacing for your walk cycle is a bit slow. 2) The swing or sway of the upper body and the head is way to much. I know that this is suppose to be stylised but, 3) The core of your character( the hip and spine) definitely needs some overlap. 4) The arms also needs some overlap as well. just my two cents. Will start posting as soon as I get to abj. @zpixel decided to try out that place to see for my self. |
@OKX Really sorry no output from me. Had to travel to PHC suddenly. I've not had time to touch my laptop. But will really try to contribute. Sorry guys. |
Two weeks? Max 20 seconds animation in two weeks? Wow! For those with full time jobs this might be tasking. I will be using the Max rig for Maya. Is it ok to use rigs that accompany Training DVDs. Isn't there any licensing issues? |
@OKX I feel that alot of issues still needs to be trashed out. 1) Creating a character from scratch, rigging and paintweighting to make it worthy of credible animation will just eat up time that will be spent animating. This is suppose to be an animation challenge. 2) If lip Sync is to be added, this complicates matter. 3) I think using a common rigged character will be wise as this will make evaluation of each animation better without being influenced by the choice of character used. 4) But with or without the above suggestions, I am in. |
Reasons why MentalRay is used in feature films is that it comes with the 3d package for free. Why fork out extra cash to buy another renderer when you can same result for free? |
Naija's own 11Seconds club. Nice one. @ZPixel How far? Did you accept that offer? |
@zpixel nice concept. would luv to see a little acting from the characters. i beg na which girl dey do your Voice-overs? |
@emekan Kia! na where you get ZBrush 3.5 r3? |
@9tLecturer If you want I can post the wireframes so you can see my topology. There is really no big deal in modeling. Modeling is the least thing I can do. I work across all the production pipeline. I am what you will call a generalist. |
@9tLecturer 9tLecturer:i don't understand what you mean when you said i am" just trying out".
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@9tLecturer Thanks for the crit. Regarding texturing and Lighting i know what i am doing. I have my workflow nailed down. Again Thanks.
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@9tLecturer I use maya and i use mr_skylight for fast preview of my scene. On the contrary, the huts are not on water.Rather they are on a plane with no texture applied. These are all WIP. the huts scene have no foreground, midground or background elements. I am just doing a render to test my textures.I guess i expected a more technical and expert crit from you. Of course water is not this white |
i think i should stop here.
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Ok people, criticize this piece.
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Some serious fireworks going on here. @melvi Despite the looks you are going for, the materials ( bump maps, texture res) and lighting do need improvement. Good Modeling and nice composition. Really like your stuffs but feel you are covering to much ground rapidly.Modeling, rigging, texturing, lighting Rendering, and animation takes quite awhile to master. @reactor i beg take am softly. You are right, but constructive criticism goes a long way. CG artist sometimes feel protective over their creations and it takes awhile (maturity) to really put up your work for scrutiny and accept criticism from the community. But from this exchange, i have been able to glean a snippet or two of helpful info. |
nice! good sense of humor . |
Caucasian game models on nairaland? |
@xothermik from 2D( ? ) to 2.5D (ZBrush) to 3D(3ds Max) and now back to 2D. Wow! What a trip! |
@NWFX Using plugins can be great. What if you find yourself in a studio that build their facial rigs from ground up? I have and use CAT plugin. But I still find it facinating to build my morph target, play around with the wire parameters. It is interesting to note that I find creating facial rigs alot easier than creating a cartoony rig that support squash and stretch with the proper volume displacement at the proper places. |
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