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Adelaide's Second Year Thread

- - - - - Games game art second year level 5 work in progress

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30 replies to this topic

#1
Avcat

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Back again for another year. I'll be posting all of my level 5 work here as and when I work on it. Feedback greatly appreciated :)


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#2
Avcat

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So this is a playblast of my first animation exercise this year. The task was to have 2 characters walk past each other, showing certain emotions through how they walk. One character then had to change their emotion after seeing the second. Any tips on how I could improve it would be most welcome.  

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#3
LunaPie

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hey! good start on the walking exercise :) the mans second walk has a few problems though, his arms and head don't seem to be in sync with the walk. his head movements should correlate more to the steps. His legs also appear a little but jerky, maybe try to smooth your curves out a bit more? I really like the first walk though!



#4
Avcat

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hey! good start on the walking exercise :) the mans second walk has a few problems though, his arms and head don't seem to be in sync with the walk. his head movements should correlate more to the steps. His legs also appear a little but jerky, maybe try to smooth your curves out a bit more? I really like the first walk though!

 

Thanks for the comment. I've redone the walk, making it much slower to hopefully convey the ma's mood and ironed it out. Hopefully it's much better now than it was


This is the second animation exercise we've been set. To have the character jump from pole to pole concentrating on posing and overlapping. Here is my current attempt :)

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#5
Skittles

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It's great to see you getting moving with your animations!

I'm not sure if Mery's back in the walk sits well with me, it's a little too arched in my opinion. If you're aiming to get a puffed chest effect you can still get that but you might find that the whole back doesn't need to curve for it. Maybe film yourself from a side on view and you'll be able to use that to help you!

With your pole jump, a frame counter is always helpful for people looking to crit you work (easily done in Maya HUD, I can show you if you need!)

On the first jump, your character is using both feet, but jumps and lands with the same foot; In reality that's pretty hard to do! Also, on the last step, your back foot needs to stay on the platform a little longer so that it's pushing his body up onto it, instead of only the front foot pulling him up!

Nice work, keep it up!!



#6
Avcat

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It's great to see you getting moving with your animations!

I'm not sure if Mery's back in the walk sits well with me, it's a little too arched in my opinion. If you're aiming to get a puffed chest effect you can still get that but you might find that the whole back doesn't need to curve for it. Maybe film yourself from a side on view and you'll be able to use that to help you!

With your pole jump, a frame counter is always helpful for people looking to crit you work (easily done in Maya HUD, I can show you if you need!)

On the first jump, your character is using both feet, but jumps and lands with the same foot; In reality that's pretty hard to do! Also, on the last step, your back foot needs to stay on the platform a little longer so that it's pushing his body up onto it, instead of only the front foot pulling him up!

Nice work, keep it up!!

If you could show me how to put the frame counter in that would be great :) I'll do some more work on them tomorrow and see where I get.



#7
Skittles

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I'm not sure what lectures you have tomorrow, so here's a handy dandy screenshot! I haven't downloaded 2017 yet on my home computer, but I would expect it to be the same in both 2016 and 2017...

This just sticks it in the Heads Up Display in your viewport (on the bottom right), so it can be a little small sometimes, but I find it does the trick just fine, and I haven't found of any other ways that are simple and do this yet.

Spoiler

Edited by Skittles, 13 October 2016 - 11:18 PM.


#8
Avcat

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I'm not sure what lectures you have tomorrow, so here's a handy dandy screenshot! I haven't downloaded 2017 yet on my home computer, but I would expect it to be the same in both 2016 and 2017...

This just sticks it in the Heads Up Display in your viewport (on the bottom right), so it can be a little small sometimes, but I find it does the trick just fine, and I haven't found of any other ways that are simple and do this yet.

 

 

Thanks for that! :) 

I've fixed Mery's back. Once you'd pointed it out to me it was painfully obvious. I've also made the changes you suggested to the pole jump guy so hopefully they both look better!

 

https://youtu.be/4f_j9vvzNWo

https://youtu.be/HQ_Q1Kulxfs



#9
Avcat

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So this is the piece of concept art I'm working from for my Environment project. I liked it because of the mixture of organic shaped rocks and the more hard surface carved parts. 

These are the assets I've sculpted so far.


.

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#10
Evanish

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Nice sculpts but I feel you have made them very smooth, it think you should try sharpening up some of the forms



#11
Avcat

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Nice sculpts but I feel you have made them very smooth, it think you should try sharpening up some of the forms

Thanks :) I know what you mean, particularly the pathway is a bit melted. I'll give it a go. Hopefully they'll look sharper when textured too. 



#12
Josh203

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really good stuff, i really like the details on that archway (: the resolution of the of the details on the first sculpt look a little low, maybe just up the res or something, keep it up (:  



#13
LunaPie

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So this is the piece of concept art I'm working from for my Environment project. I liked it because of the mixture of organic shaped rocks and the more hard surface carved parts. 

These are the assets I've sculpted so far.


.

Nice work on your stones :) I would try to weather the stairs a bit more as it seems a bit unnatural how perfect some of them look. Also the bits where you tried to show that the stair case is collapsed kind of looks like you just got a move brush and pushed them inwards. I would add some more detail to them :) good job though!



#14
Avcat

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Thank you guys for the feedback! I'll definitely have a look at those. 

 

I've also made progress on my self portrait. Started of with a scan on 123Dcatch. retopped and latticed in maya then into zbrush for a bit more detail :D Here's what I have so far

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#15
Jenks

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Nice start on the self portrait, although it would probably help to relook into your topology - I know you games folk don't have the lectures that we do with Lewis, so it might be worth either trying to find some recordings of the lectures on rex and skimming through or using some of the threads on here for reference.

 

The main things to keep in mind are where you put the 5 & 3 pointers - try and get them as close to bony landmarks as you can e.g cheekbones, jawline etc. Also think about where you want the loops to go - try and get them to follow the shape of the face.







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