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Going to Youtube and hitting HD is recommended. :}
I'm aware of some of the textures turning off, I actually lost 146 frames last night AHAAH. But anyways, there's a lot I regret, but I'm generally happy with the results. Critique is welcome, though I won't be doing any major overhauls, I'll probably be going back and fixing it up over the next few months. I know the camera animation sucks harsh, not an animator, will probably still go touch it up anyways.
Looking nice, the scenes really have come a long long way. :^:
This reel's requirements may be determined more by your class than anything, but if you're looking to show it around for game/film modeling/texturing jobs, you'll probably want to take a less "animated short" approach. Like you said, you don't want to be an animator, so presenting as one isn't going to be the best way to go.
Slow up and make sure the person watching has time to really scrutinize everything they'll be looking for in a potential hire. Show the wireframes of the models, do more individual model turnarounds (w/without wire, w/without texture). Show the scene with simple lights and grey textures, then turn on the textures, then the lights.
Nothing fancy, just enough for an employer to really get a grasp of what your skills are in each individual area, and to show that you're not using the presentation to cover up deficiencies, like rendering that covers up poor poly use, or lighting that covers up bad texture application, or camera placement that covers up a hack.
Also, that heart rotating at the end, don't throw it in at the end to the side of the credits, because people just have a reflexive habit of going "HEY CREDITS <eject DVD>" and could miss it entirely. Also, full contact info at beginning and end to hammer it in there.
Like I said though, I'm guessing the presentation has more to do with the class than "HEY TIME FOR JOB", likely this isn't relevant advice for now, but something to keep in mind for later.
An art director I once had was reviewing some reels one time, and he sort of threw up his hands in frustration, "Why does every reel have to have porno music on it?!"
Yeah, I actually really wanted to show more (Slow it down) but my render times were -insane- and thats mainly why I'll be going back and fixing this stuff up. Ran out of time, grad show is tomorrow, burning DVD's like a madman now. Regret/shame later.
Didn't think of just showing it with simple lights and then turning stuff on. That'd be cool if it was like really slowed down and stuff. Will try that. Really wanted to do a depth pass and an AO pass, but jesus, I lost 200 frames last night and had planned to do a depth today but iruewirajknfmsd.
Doing a low-res turnaround of the props would be cool. The zbrush turnaround thing is pretty messed up, didn't have a lot of options, and those models can -not- go back into maya. Would like to ad more models to it too, make the city less shitty and actually getting everything rendering ok. Some of the textures turn off and ahahahahaohgod. Wish I had more organic stuff too.
Thanks for the feedback yo (Yours is always so helpful <3<3<3), and it's more for a job than class, really. Your grade is irrelevant if you don't get no job.
Can't you spit out a low-res version of the Z-Brush model into Maya and use a baked out displacement/normal map so it works high-res at render time? I know it's possible somehow, otherwise Z-brush would be pretty useless for professional work.
Yeah it's specific to high-res film character modeling, and not environment, but I show it because of the simplicity of the presentation. You look at it and you know exactly what skills he's trying to bring across to the viewer.
By throwing everything you've got at the viewer at once (modeling, texturing, lighting, animating, etc.), the viewer doesn't know what to focus on, and if any one of those areas isn't up to par to the others, it can end up hurting you more than helping.
By focusing it down to showing off only the skills you want to show off, and breaking the presentation of those skills down at a one at a time basis, the viewer knows what they are presented the information they want to know much more clearly. What you've got is a very elaborate presentation, but the viewer takes it in as a movie rather than a demonstration of your skills and agh I'm being redundant now.
EDIT: Also I think students in general have much more involved ideas about reel presentation than pros, one because they're not really sure what should go in one, and two because pros don't have 6 months of free time to dick around with After Effects and rendering shit and have to put together a reel on the quick after they get laid off with the handful of random assets they've got lying around that they've worked on.
VFS has two years, we at Capilano have eight months. They work on their reel for about a year. We get to work on ours for about four months.
I have a low res version of the heart and skull, but the normal map doesnt work. Well it works, but it looks like complete and utter shit. In order for it to look even halfway decent I have to bump it up to prettymuch hi-res anyways. IDK why and I can do renders in Zbrush ok now, though it's a bit obnoxious, it just takes time.
I'd really rather have a few pieces of stuff I really like rather than what I have now. But yeah, the fact that I'm doing this in school has crippled me a bit, as I was required to have atleast some mockery of a story with storyboards and shit. Would rather have bare bones than a presentation, will probably chop these scenes up into chunks rather than any camera animating.
I'm aware of some of the textures turning off, I actually lost 146 frames last night AHAAH. But anyways, there's a lot I regret, but I'm generally happy with the results. Critique is welcome, though I won't be doing any major overhauls, I'll probably be going back and fixing it up over the next few months. I know the camera animation sucks harsh, not an animator, will probably still go touch it up anyways.
Anyways, yeah. :}
I think its good you feel this way. Realising yourself that there are issues, and knowing you can do better is the best way to improve. I think your street scene is cool. Though (obviously) not the most detailed, hi-def-generation-gizmo Playstation 3 standard, your ideas really show through, and thats what i like about it. Theres a cool concept in it.
EDIT: Just read its for assignment.
Suggestions [Assuming this is for portfolio, and not class assignment ]: Do you think the demo reel would work better with more simlified camera movements throughout your scenes, rather than the jaggedy type camera movements youve got going on now? Im thinking that if this is to promote your work, maybe its best to just keep it simple in a way which shows off the details of your scene. Also, maybe a few still render shots in their might help.
oh, behind my tv with my demo reel i have some really hi res stills so I didn't bother splicing in stills for this
And yeah, simplified camera movements, far slower just camera pan throughs, moar frames....,......,.,,.mvxbhrvc
yeah
cool
Yeah, or yeah, some wicked like, no texture to textures and yeahfuckyea fff
A lot of the wierdo camera movement was simply to make the OH MY GOD THERES ONLY 30 SECONDS AND SO MUCH GROUND TO COVER look less like ZOOMZOOM and more like its almost-sort-of-on-purpose but god theres no excuse I want more time
Posts
This reel's requirements may be determined more by your class than anything, but if you're looking to show it around for game/film modeling/texturing jobs, you'll probably want to take a less "animated short" approach. Like you said, you don't want to be an animator, so presenting as one isn't going to be the best way to go.
Slow up and make sure the person watching has time to really scrutinize everything they'll be looking for in a potential hire. Show the wireframes of the models, do more individual model turnarounds (w/without wire, w/without texture). Show the scene with simple lights and grey textures, then turn on the textures, then the lights.
Nothing fancy, just enough for an employer to really get a grasp of what your skills are in each individual area, and to show that you're not using the presentation to cover up deficiencies, like rendering that covers up poor poly use, or lighting that covers up bad texture application, or camera placement that covers up a hack.
Also, that heart rotating at the end, don't throw it in at the end to the side of the credits, because people just have a reflexive habit of going "HEY CREDITS <eject DVD>" and could miss it entirely. Also, full contact info at beginning and end to hammer it in there.
Like I said though, I'm guessing the presentation has more to do with the class than "HEY TIME FOR JOB", likely this isn't relevant advice for now, but something to keep in mind for later.
An art director I once had was reviewing some reels one time, and he sort of threw up his hands in frustration, "Why does every reel have to have porno music on it?!"
Twitter
"Oh yeah baby, render those pixels, render them hard. "
Didn't think of just showing it with simple lights and then turning stuff on. That'd be cool if it was like really slowed down and stuff. Will try that. Really wanted to do a depth pass and an AO pass, but jesus, I lost 200 frames last night and had planned to do a depth today but iruewirajknfmsd.
Doing a low-res turnaround of the props would be cool. The zbrush turnaround thing is pretty messed up, didn't have a lot of options, and those models can -not- go back into maya. Would like to ad more models to it too, make the city less shitty and actually getting everything rendering ok. Some of the textures turn off and ahahahahaohgod. Wish I had more organic stuff too.
Thanks for the feedback yo (Yours is always so helpful <3<3<3), and it's more for a job than class, really. Your grade is irrelevant if you don't get no job.
You don't go to VFS by chance, do you? I ask because their student reels generally are really solid and professional looking:
http://www.youtube.com/watch?v=lYsZRnNdBns&feature=PlayList&p=FE6302C1055C6CA8&playnext=1&playnext_from=PL&index=28
Yeah it's specific to high-res film character modeling, and not environment, but I show it because of the simplicity of the presentation. You look at it and you know exactly what skills he's trying to bring across to the viewer.
By throwing everything you've got at the viewer at once (modeling, texturing, lighting, animating, etc.), the viewer doesn't know what to focus on, and if any one of those areas isn't up to par to the others, it can end up hurting you more than helping.
By focusing it down to showing off only the skills you want to show off, and breaking the presentation of those skills down at a one at a time basis, the viewer knows what they are presented the information they want to know much more clearly. What you've got is a very elaborate presentation, but the viewer takes it in as a movie rather than a demonstration of your skills and agh I'm being redundant now.
EDIT: Also I think students in general have much more involved ideas about reel presentation than pros, one because they're not really sure what should go in one, and two because pros don't have 6 months of free time to dick around with After Effects and rendering shit and have to put together a reel on the quick after they get laid off with the handful of random assets they've got lying around that they've worked on.
Twitter
I have a low res version of the heart and skull, but the normal map doesnt work. Well it works, but it looks like complete and utter shit. In order for it to look even halfway decent I have to bump it up to prettymuch hi-res anyways. IDK why and I can do renders in Zbrush ok now, though it's a bit obnoxious, it just takes time.
I'd really rather have a few pieces of stuff I really like rather than what I have now. But yeah, the fact that I'm doing this in school has crippled me a bit, as I was required to have atleast some mockery of a story with storyboards and shit. Would rather have bare bones than a presentation, will probably chop these scenes up into chunks rather than any camera animating.
P.S. Capilano and VFS are like, mortal enemies.
I think its good you feel this way. Realising yourself that there are issues, and knowing you can do better is the best way to improve. I think your street scene is cool. Though (obviously) not the most detailed, hi-def-generation-gizmo Playstation 3 standard, your ideas really show through, and thats what i like about it. Theres a cool concept in it.
EDIT: Just read its for assignment.
Suggestions [Assuming this is for portfolio, and not class assignment ]: Do you think the demo reel would work better with more simlified camera movements throughout your scenes, rather than the jaggedy type camera movements youve got going on now? Im thinking that if this is to promote your work, maybe its best to just keep it simple in a way which shows off the details of your scene. Also, maybe a few still render shots in their might help.
And yeah, simplified camera movements, far slower just camera pan throughs, moar frames....,......,.,,.mvxbhrvc
yeah
cool
Yeah, or yeah, some wicked like, no texture to textures and yeahfuckyea fff
A lot of the wierdo camera movement was simply to make the OH MY GOD THERES ONLY 30 SECONDS AND SO MUCH GROUND TO COVER look less like ZOOMZOOM and more like its almost-sort-of-on-purpose but god theres no excuse I want more time