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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 19 Feb 2012, 20:41 
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finished background for scene 040


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 19 Feb 2012, 21:06 
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as ready as I can make him for his closeup


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 26 Feb 2012, 05:57 
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It seems you had put a lot of effort there. Have you done everything by yourself?

But why are the colors so weird? so CGA like? Why don't you use yellow? everything is green lime.

A few suggestions:

Rendering an outline with low poly doesn't look good, try a high poly rendering. And the line stroke seems a little fat.

You also have some anatomy problems in the characters. I suggest to review April and Shredder's upper body. And Splinter's human version proportions too. His arms are too short and his head is too big.

For example, give more volume to April's hips, increase her hands size, reduce her shoulders width, her neck base is a little too fat on the base, and put more detail in her clavicles and neck. Her head is a little too rounded too, you could make her jaw a little more "V" like, and her eyes distance is a little wide.

And if you want to make an almost exact reproduction then you should match your camera angles and timings to the original.

In CG we are accustomed to only rotate / translate objects. But in animation you deform the entire object to give it more dynamic. So you could experiment with this too. Use scale in your controllers, add some Lattice for easy - fast solutions like the scene where the machine explodes you could make it bulb in the middle before the explosion to give it a more cartoon like feeling.

An example would be latest Naruto Ultimate Storm games. CyberConnect2 did, I mean, is doing an explendid work with the anime-like deformation (with a 3DSMax plugin) where the the bones increase their size and length. It is so good that a non-trained eye could mistake it for a 2D real anime.

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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 27 Feb 2012, 00:22 
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myara wrote:
It seems you had put a lot of effort there. Have you done everything by yourself?


Yep, it's an un-trained one man operation :). trying to do the job of what would normally take about 200 people to accomplish :)


Quote:
But why are the colors so weird? so CGA like? Why don't you use yellow? everything is green lime.

I am color blind :). I try to match things as close as I can see them, but without taking skin samples direct from the show, and having about 200 of those lying around, it's sort of hit and miss...

Quote:
A few suggestions:

Rendering an outline with low poly doesn't look good, try a high poly rendering. And the line stroke seems a little fat.


I'm always amazed at how Futurama gets their outlines so well done...the either don't render them out, or they have another method of doing it...cause I can't get close to that level of correct detail :)..

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You also have some anatomy problems in the characters. I suggest to review April and Shredder's upper body. And Splinter's human version proportions too. His arms are too short and his head is too big.


I've noticed this as well. I've been using the default proportions of their 'man' character and biped setup, and one would assume those would be close to correct, but obviously not!

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For example, give more volume to April's hips, increase her hands size, reduce her shoulders width, her neck base is a little too fat on the base, and put more detail in her clavicles and neck. Her head is a little too rounded too, you could make her jaw a little more "V" like, and her eyes distance is a little wide.


A few more minor changes to April, and something like this?
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Quote:
And if you want to make an almost exact reproduction then you should match your camera angles and timings to the original.


I've tried that for a few scenes....I can't seem to get exact angles and timing down, so it's matched as closely as possible....


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 01 Mar 2012, 04:49 
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Donatello, April and Splinter have skins from the actual show, the other turtles do not.. which look better?


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 10 Mar 2012, 00:53 
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'The entire nation is in a panic, as Vernon Fenwick gets created in the CGI world..'


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 10 Mar 2012, 04:28 
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Something about humanoid amphibians and punk rocking mutants. Just fun to draw and animate. :-c


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 12 Mar 2012, 08:52 
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Shredder565 wrote:
Donatello, April and Splinter have skins from the actual show, the other turtles do not.. which look better?

At first I though the colors were some kind of bug, but after watching your movies again, I think it's an unique color expression, a little poppish with strong colors, I like it. So I say keep it original with your colors!

What I don't like is that your characters colors keep changing between cuts. Are you using different materials for each cut? Make the characters with the best color combination you like and try to stick with it. You could use color codes to avoid mistakes.

But even if I like your colors, it seems that you confuse a little soft green with soft orange/pink in the skin. That may be a little confusing.

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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 17 Mar 2012, 15:54 
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myara wrote:
Shredder565 wrote:
Donatello, April and Splinter have skins from the actual show, the other turtles do not.. which look better?

At first I though the colors were some kind of bug, but after watching your movies again, I think it's an unique color expression, a little poppish with strong colors, I like it. So I say keep it original with your colors!

What I don't like is that your characters colors keep changing between cuts. Are you using different materials for each cut? Make the characters with the best color combination you like and try to stick with it. You could use color codes to avoid mistakes.

But even if I like your colors, it seems that you confuse a little soft green with soft orange/pink in the skin. That may be a little confusing.



Yeah, I think the lighting conditions just need to be more obvious, that way any colored lights that may be in the urban scene would provide better distance separations. . . and so a darker green turtle would represent that he may be in the shadows over a turtle that might be in the background but is lit up by a different light source. That may have not been the intent but I think it would help out things perceptually speaking.


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 19 Mar 2012, 03:18 
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Joined: 02 Jan 2012, 21:04
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hey guys,

Different colors: I can never decide which colors I like best, so I keep on changing them. Keep in mind, this is only the animatic stage. The final animation won't look that much better, but if I ever get finished with the animatic stage, we'll try and clean things up, so things will look a little wonky.

Lights: Right now, each scene only has one light, i try to keep it at light basics, with no specular. And it's usually directed at the characters, not away, to the left, or right or behind, but right at them. I haven't messed too much with lighting.... I'm mostly still in learning the modeling and animation stage, even after 10 years of messing with various programs :).


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Scene 052.....


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