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rbfeik
04-07-2005, 03:24 AM
Give me ideas, suggestions, crits, praise - whatever.


here is the signer/base player

http://www.geocities.com/rbfeik/problems/image2.jpg

some stage scenes


http://www.geocities.com/rbfeik/problems/stage.jpg

http://www.geocities.com/rbfeik/problems/stage2.jpg

http://www.geocities.com/rbfeik/problems/stage3.jpg

Uncle-Ox
04-07-2005, 04:31 AM
Hi

Very Very neat. Is it the same character you basically just copied and modified or will you have like a couple of totally different models?

I like the stylised look very much. (Big boots and long legs)

Will you be rendering it 3D or toon? I'd like to see a music vid with something else than sketch for a change.

Gustaffo
04-11-2005, 08:36 PM
Nice work so far, i presume lighting etc. will all be updated for the final version? Make sure you include a lot of volumetric light, fog and general noise in the picture to give it a gd atmosphere and it should look very nice

LucentDreams
04-11-2005, 08:50 PM
man, brings me back to Jem.

rbfeik
04-15-2005, 03:43 AM
same scenes - new lighting

http://www.geocities.com/rbfeik/problems/newstage1.jpg

http://www.geocities.com/rbfeik/problems/newstage2.jpg

http://www.geocities.com/rbfeik/problems/newstage3.jpg

rbfeik
04-24-2005, 06:14 PM
http://www.cgtalk.com/showthread.php?t=233698

rbfeik
05-11-2005, 04:51 AM
I am getting distortion in the arms due to the lateral torque. about the best i have been able to do is spread it along the arm, but it shrinks like a roll of paper when twisted.

http://www.geocities.com/rbfeik/problems/guitarist.jpg

thorn3d
05-11-2005, 05:53 AM
Don't know exactly how to put this without sounding really... blunt... so, i'll just say the first thing that came to mind:

It looks like really bad poser art.... just various props stuck into place, and with very bad lighting.

So, how to start fixing it...

First, I would suggest taking a couple steps back and pick an area upon which to concentrate - as i think you're doing too much at one time. Instead of getting one part of the scene fairly solid before moving on, it looks like you're sort of putting everything together and then trying to do clean-up on the whole scene. Instead, focus on one part of the scene. Get it as good as you can, then move onto the next part.

If you want to start with the character, spend some more time on the hairstyle. I cant quite tell (due to the lighting) if it's a style issue, or a rendering issue, but while the basic shaping looks ok it's very unrefined at the end of the day. It looks less like punk-type hair, and more like... well, a frizzy wig from a costume store. I see what you're going for - and you're about 70% of the way there - but it needs some tweaking. Get it flowing around the head curvature some more, to look more like it's growing from the head and less like a ill-fitting wig.

Next - the body. Spend some more time on the joints. Clean up the deformation. You've already mentioned you see the problems - so that's good. Just focus on fixing them. Test the desired range of motion, get it worked out.

The dress has that "too tight" CG look. It looks like you're going for tight fitting, but currently it's wrapped on her more like... plastic food wrap, than fabric. It needs too bunch up a bit more in the abdomen and under-breast areas, and look a bit more "stretched to the limit" in the legs (depending on the pose.)

The lights - far too much color and saturation, and not enough volume falloff. Find a few reference pics of concerts... it looks like you've done the lighting based on how you imagine concert lights look, rather than how they ACTUALLY look (a forgivable mistake, we've all done this at some time.) Real lights dont have so much volume unless there's a lot of smoke - and i'm not seeing any smoke. So either give the air some smoke/stuff to cause all that visibility, or tone it down.

In addition, you're probably going to need to cheat the shadows. IE, have a very small percentage of the lights casting shadows. Consider having one shadow casting light per person, and leave the fill lights as non-shadow casting.

Other minor details:

The stands on the drumset appear out of scale... diameter too big on the cymbals, and too small on the toms. The toms dont seem to be of differing sizes. The cymbals also look overly large. Finally, though drum kits have no real "standard" layout (depends on the drummer), your toms are definately spread out in a way i haven't observed very often.

The Marshall amp has too many knobs/buttons. While i'm not familiar with all the models that Marshall makes, the most expected knob layout is around 8-10 large knobs in a single row - not 22 small buttons in 3 groups. And the V-guitar seems too small compared to the girl.

So... there's some suggestions to get you started. Good luck :)

thorn

rbfeik
05-11-2005, 07:03 AM
For starters look at these -

I will get to the other points later


http://www.geocities.com/rbfeik/problems/marshall.JPG

http://www.geocities.com/rbfeik/problems/stage_shots.jpg

thorn3d
05-11-2005, 07:28 AM
On the Marshall - like i said, dont know all the models the make. So fair enough, they've got one with that pattern.

As to the lights - those pics illustrate what i'm speaking of.

In the top pic, the lights are rather defined and visible. However, they aren't casting a stage-wide glow on everything. The foreground bassist is mostly backlit, the singer is hit directly by 1-2 spots, and the guy in the backround is behind a lightsource which nearly obscures everything but his back silouette.

In the bottom pic, again the bassist is mainly backlit... on this singer: while her diffuse areas are mostly red/purple/orange, her ambient areas are very darkly lit. The singer is washed out in purple, but again the lights are generally well defined. So lots of color, but the people on stage look illuminated by lights - not emitting light from their bodies.

Also note that in both pics, the areas behind the singer and bassist are nearly obscured from view - i'm guessing due to a combination of bright light running into stage fog. Lights are visible for a reason - there's dust or smoke intersecting the beams, and this tends to obscure the view of things behind them.... its' difficult to have smokey lights which easily show what is behind them. Contrast that with your "long view down the stage" image, in which you have lots of colored volumey lights, but hardly anything is obscured from view at all.

thorn

EricLyman
05-11-2005, 04:16 PM
Give me ideas, suggestions, crits, praise - whatever.


I suggest that you stop posting on CGTalk unless you actually plan to use the critique that people are giving you. If you don't intend to change the model you can post your images in the 'finished' section and be done with it. The WIP section is for people who want to improve their work.

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05-11-2005, 04:16 PM
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