View Full Version : Rigging Demo Reel
lkruel 07-04-2006, 07:00 AM Hey all,
Here's my current demo reel, it's focus is Rigging hence the post in this forum. I just graduate college from UCF (central florida) and I'm out job hunting, so if you have any critiques feel free to shout them out, or if you want to know any specifics on how it was done also let me know.
I modelled both characters, and textured the Trex as well.
Here's a couple of pictures too
http://luizkruel.com/images/judyface.jpg
http://luizkruel.com/images/Trex_head_lit_WIP.jpg
http://luizkruel.com/images/JudyMainRender.jpg
and the linkage
http://www.luizkruel.com/videos/reelwebsmall.mov
website is still under construction
and I apologize for the low resolution of the Maya screengrabs on a couple of those.
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feldy
07-04-2006, 09:40 PM
hey bro dont know if your working or not but were looking for a rigger right now
two next gen games both for ps3 and 360 www.sparkunlimited.com/jobs (http://www.sparkunlimited.com/jobs) if you apply tell them jeremy sent ya
lkruel
07-05-2006, 04:31 PM
Hey man,
I'm still looking, I sent you a pm, thanks for the heads up.
nottoshabi
07-05-2006, 10:30 PM
A little shameless plug there FX guy.
feldy
07-05-2006, 11:49 PM
lol i feel no shame in what i did.
Hey man, nice reel
I'm pretty new to this rigging stuff and just wonder how you made the ekstra facial controllers...
I know how to make the blendshape controllers, but when i trie to make those ekstra controllers it just blows up when i rotate the character...
did you use clusters, joint or any thing like that...
and how did you make the controllers follow the blendshapes, SDkey, follicels or something...
Well, hope you got the time to answer, if it's not to complicated to eksplain....
Any way... thanks in advance...
lkruel
07-15-2006, 05:22 PM
Hey, glad you liked it.
In that model there's actually no blendshapes, it's all joints. The way it's set up is that there's 3 layers to the rig, first layer is the joints that drive the face, second layer is a group over those joints that have set driven keys to specific poses, and the third layer is a group over everything so they move together as one when say the head controller moves.
The on face controls control the first layer of the rig, and the Osipa style controls control the other layer with the set driven keys.
I hope that's not too confusing, if you need I can post some pictures of the rig or a video.
-LK
dbmata
07-16-2006, 01:41 AM
Hey LK, nice work. I want to make a couple comments about it...
At the end of your reel, you have a lot of "wasted" opportunity. When you are showing your drawings, you should do more with that time. I also think Dick Dale might not be the best choice for the reel. Miserlou is great, but it's surf, and you don't have anything that evokes that feeling.
I think you might want to do a little more with your T-Rex demo... show off what the rig can do, you know? I would even go so far as to make it shadow box, or maybe have it maybe fall over like it had been knocked down. Make it a little more complicated than what you show.
Also, I love the "rubber hose" on your character, but you don't give an example of it in animation.
Finally, I like the concept of your beginning sequence, but it feels like it lasts a little too long.
All in all though, awesome work. You should be proud.
lkruel
07-16-2006, 04:30 AM
Hey, thanks for the comment,
Yeah, I've been struggling to figure out a good soundtrack for it, I went through a few different so I might change it up some.
Good point on more example of animations, I need to get some more in there I have a couple of clips that really show how smooth the animation looks with the squash and stretch on the rig so I might put those in.
I dont have as much fun animating though so I might get someone else to do a few clips for me.
The opening shot I get mixed feedback, some people say it's too quick and they miss the assembly part of it, and some people thing it's wasted time, so I dont know what to do with that yet.
What do you suggest me do in the end with the drawings? Have more drawings scrolling by as opposed to holding on one drawing for a few seconds?
I'm pretty proud of what I've done so far and I'm cooking some new stuff too, hopefully I'll be able to show it off soon.
Thanks for the feeback
LK
NolanSW
07-16-2006, 08:13 AM
LK,
Nice reel. Wouldn't worry too much about a sound track. I always listen with sound off unless there is dialogue.
I'd have to disagree with the suggestion of making the T-Rex "more complicated". It seems from what you showed that it's quite useable. Often I see people trying to make rigs overly complicated just to be clever.
First thing, the key to it all is building easy to use, pose friendly rigs. Your goal is to make animators like you and you like them. You'll hate them when they come to you and ask you to make a setup "less complicated" and "Make me some FK controls". Hard work down the drain.
Second is deformations. With a lot of the existing rigging techniques being exhausted, showing good clean deformations will prevail. In addition to demoing facial UI's, try to get a short dialogue piece in there. Show that all the shapes work together and are convincing to the words. Good shoulder, hip and forearm deformations will get you a long way. I know a TD that got a job just from a really nice demo or a arm deforming. No simulation, just good clean weighting and a few corrective blendshapes. If you're trying to go into games, show joints too. Leads will want to see how skeletons are built and if they are effecient for thier game engine.
These are not really suggestions that you have to take but just to consider.
Great Job. Good luck on your job hunt :).
-Sean
dbmata
07-16-2006, 06:23 PM
I don't have too much time to reply right now, but I'm not saying make the rig more complicated, christ no. Make the animation that shows if off a little more than just the basic demo that was there.
Would you not want your demo of your technology to look as beautiful as it can be, or do you want it to be a BSoD?
I'll be back later to expand on this.
One thing I think would be nice, is a demo of the t-rex going from an inverted aspect to a standing one. From the rigs I've used, it is really difficult to do that, so if your rig can do that easily... show it.
dbmata
07-17-2006, 11:05 PM
LK,
Nice reel. Wouldn't worry too much about a sound track. I always listen with sound off unless there is dialogue.
I'd have to disagree with the suggestion of making the T-Rex "more complicated". It seems from what you showed that it's quite useable. Often I see people trying to make rigs overly complicated just to be clever.
First thing, the key to it all is building easy to use, pose friendly rigs. Your goal is to make animators like you and you like them. You'll hate them when they come to you and ask you to make a setup "less complicated" and "Make me some FK controls". Hard work down the drain.
Second is deformations. With a lot of the existing rigging techniques being exhausted, showing good clean deformations will prevail. In addition to demoing facial UI's, try to get a short dialogue piece in there. Show that all the shapes work together and are convincing to the words. Good shoulder, hip and forearm deformations will get you a long way. I know a TD that got a job just from a really nice demo or a arm deforming. No simulation, just good clean weighting and a few corrective blendshapes. If you're trying to go into games, show joints too. Leads will want to see how skeletons are built and if they are effecient for thier game engine.
These are not really suggestions that you have to take but just to consider.
Great Job. Good luck on your job hunt :).
-Sean
Hey Sean, I'm going to have to disagree with you a little, but that could be due to my background in advertising prior to going back to school.
Soundtrack- I come from a belief that all aspects of the reel should have a reason. When we would view reels with soundtracks that didn't jive, it made them look sloppy, and we'd toss them. If the artist couldn't explain his reasoning for soundtrack choice, we'd also move on to the next interviewee. The reel is where you sell your skills. As an artist, you may not know how to make the music, but you should be able to choose good stuff, and have a reason for it.
Complicated rig- I agree with you, but maybe I wasn't clear. I meant do something more with the rig, show a more complicated practical application of the rig. I've seen some scary rigs, and I always like to see the simple ones, as long as they are built with usage in mind. I just think what was demoed was a little too simple, and common. Also, the OP takes the time to highlight the rubber hose aspect of his character rig, but then doesn't show it in practical application. I would think that would be something to tout almost immediately.
When I would shop for a shoot director, his reel was his selling piece. If I didn't see a reel that was cohesive and well thought out, that director would never see me. In what I was doing, often, that reel was the only way the directors had to communicate to me.
Sean, is that the case for the entertainment industries? Or is there more room for "variance" in the game and visual modelling industries?
lkruel
07-17-2006, 11:55 PM
Thanks for the feedback, I dont think it's a fair thing to toss people's reel because you dont like the song they chose, I find that superficial to be honest, sure the piece should be cohesive and you shouldn't put horror music if you're showing your stuff to Disney, but if I were applying for a sound director position or audio engineer then you'd have a point. It's like complaining that the textures werent good in an animation reel. Sure the whole thing should be put together as best as possible, but if the weak part of the reel isnt what the applicant's interested in, you shouldn't just toss it.
The TRex rig is fairly complex, the tail specially, it has about 3 layers of controls from Spline IKs to regular FK controls. It's not a beast but I wouldnt call it simple and ordinary, you calling it simple makes me feel like I did my job in making 36 pieces of geometry flowing together in a "simple" way.
I will add more samples of finished work, that's what I get the most comments on, too much behind the scenes stuff.
Currently I'm working on a game character, a muscle system on a character and once I get a model I'll be working on some cloth sim stuff on a dragons wings =) that should be fun. I will update this thread with new reels as they come available (sometime next week)
Thanks for the discussions, really insightful to see
LK
dbmata
07-18-2006, 12:19 AM
Thanks for the feedback, I dont think it's a fair thing to toss people's reel because you dont like the song they chose, I find that superficial to be honest, sure the piece should be cohesive and you shouldn't put horror music if you're showing your stuff to Disney, but if I were applying for a sound director position or audio engineer then you'd have a point. It's like complaining that the textures werent good in an animation reel. Sure the whole thing should be put together as best as possible, but if the weak part of the reel isnt what the applicant's interested in, you shouldn't just toss it.
The TRex rig is fairly complex, the tail specially, it has about 3 layers of controls from Spline IKs to regular FK controls. It's not a beast but I wouldnt call it simple and ordinary, you calling it simple makes me feel like I did my job in making 36 pieces of geometry flowing together in a "simple" way.
I will add more samples of finished work, that's what I get the most comments on, too much behind the scenes stuff.
Currently I'm working on a game character, a muscle system on a character and once I get a model I'll be working on some cloth sim stuff on a dragons wings =) that should be fun. I will update this thread with new reels as they come available (sometime next week)
Thanks for the discussions, really insightful to see
LK
To be honest, yeah, you're right... it's wrong to toss based on something like that, but it shows that he didn't think his work through, and if it was something so simple as that, what would happen when it was important? (Namely, when my budget was on the line.) There was also volume... I didn't have the time to watch a 3-5 minute reel from 20+ people. If I could cut it down to just the most polished pieces, I felt it was safe to find a good person from that. That's how I was trained years ago.
I can't wait LK, I'm going to be in your same boat in about a year from now. I just hope I'm as good as you are.
nottoshabi
07-18-2006, 02:16 AM
(member.php?u=221778) dbmata (member.php?u=221778) You are completely right. Your reel should be your best, from beginning to end. I wish I read this when I made my first demo. What I miss to look at when I made my demo was the demo it self. The time some one has to sit and watch my 2 minutes of fame. If one piece of the puzzle is misplaced it throws off the whole piece. When some one looks at your reel they look at it from different aspects.
For example: They look at art, technology, and presentation. Now I know your saying:
" I'm a rigger what do I care how the characters look or animate as long as the rig is usable and does the job, then who cares."
Well your producer, and director does. Because your going to be part of a team that will care about how their characters move and look. And they want some one there that would to. Not some one that says: " I don't care as long as my rig is usable." There are a lot of companies that will not higher you because of that. People that are in positions to higher other people look at a lot more then just your computer skillz. So take the time and plan your demo. Opening, music, mood, feel. Plan it out like a movie. If your in school you have a lot of resources you can tap in to. You can ask a design student to help, ask a teacher. Don’t close your self off. If your a rigger get an animator to animate your rigs.
People watch demos with sound off because they know that demo music is jus there so you wont sit in silence. If you plan it right and catchy people will remember you. They will comment on it. People in this business like interesting stuff, even programmers witch have no sense of art will appreciated. We work in the entertainment industry we like to be entertained so entertain us. We have to watch your demo, make it worth the while.
Quote > dbmata: (member.php?u=221778)
To be honest, yeah, you're right... it's wrong to toss based on something like that, but it shows that he didn't think his work through, and if it was something so simple as that, what would happen when it was important?
Quote:
Yes its wrong to do that. We are all artists and we should respect each others works. Looking at demos to higher people is not a pleasant way to spend a day at work. Most demos suck, real bad. And the ones that suck the most are the ones that suck from begging to end. As soon as you pop in the tape and the credits roll up you can tell it sucks. A person that puts very little thought into their own work will put even less thought at work. So why would you want to higher or work with some one that puts very little thought into their work? I don’t want that person on my team. Cause that means I have to put in the work to make up for what he missed.
Q > lkruel
I have seen your demo. I like it its a strong demo. But I would not higher you. Not because your not a good rigger. Because you don't show a better skill then the other 20 demos I have seen just yet. Yes you rigged a TRex, yes you own Stop Staring and you can fallow directions, yes. But what sets you apart from the other 20 demos I have seen so far and I will be still viewing? Just because you have a 3 layered control on the tail doesn’t buy you more time on my screen. We know constraints to, we know Osipas style as a matter of fact we horde his style so much that SDK's controlled sliders don’t mean anything. We try not to use SDK's here. So what sets you apart? Why should we higher you?
Your demo shows that you have potential. But it shows your a junior and you will be working as a junior and begin paid as a junior. And that shows by 3 things.
1> Your music. More for clubs, going out, having fun. The music is to fast and soothing i got a head ache just from the opening. I love black eyed peas. But not while I'm trying to focus on your skillz.
2> The fact that your trying to show me that you can model, but your applying for a rigger???????? What are your skilzz again?
3> What’s up with the fire jumping, voodoo dance? Do you think we don’t have Maya unlimited? Or we could not find the fire button? What are you trying to show us there. The fact that you can put bad animation together with some effects and press render?
That’s how I feel after viewing that reel. I fell robed of my time. How dare you? And in the trash it goes.
@ > lkruel
I know I have been very harsh to you in this post. Buts why people watch demos with the sound of throw it away after 10 seconds. And a whole bunch of other things that I'm not going to post here that we do.
lkruel > I know the truth hurts, your just about to be spearheading the industry so why don’t you start off with a good foot.
This is what I recommend:
1> The opening box. Brilliant love it its a keeper. Just get a descent animator animate the walk.
2> Same with the TRex. Needs better animation.
3> Take out the 360 modeling turn. your not a model its cute that you tried but you will not be paid for modeling so don’t show it in there.
4> More of the TRex rig. Show the layers of difficulty in the tail or where ever else is . Talk throw it if you have to its ok.
5> Do it slowly so that we can see what your doing if your just toggling and rotating all that is doing is making me sick and nautious.
6> Same thing with he modeling of the woman. You don’t model so don’t show it. It sucks and its hurting you.
7> The facial rig looks overly complicated and over whelming throw in dialog. DO NOT ANIMATE THE DIALOG. I don’t know how much I can stress this. Show some dynamic poses. Just because your moving geometry with some sliders does not tell me anything. I need to see it in action. I need to see what’s so special about it. We have Stop Staring to, so why should I pay you do it?
8> The woman rig. Very good. I want to see more of the circular arms. How do they work with, IK/FK, pinning, grabbing and holding something, global or local, does that effect it?
9> The voodoo dance. That should not be there. When your showcasing something, do not use out of the box metrical especially when we all have the same box. The green thing and the fire don't even have shadows on the wall. It should defiantly be in this reel.
10> The auto rig. YES YES YES YES YES More more more. Build the TRex with it again in front of our eyes. Show how good this is. This should be 80% of your reel. This sells you. This Auto rig is your meal ticket. Show me everything this baby can do. At speeds that I can see and understand. If its a fast moving presentation it will show that you don’t really know what your talking about and your trying to rush throw it. But not to slow to were I fall asleep.
11> Great art work. More of that.
I apologize if I seem a little harsh but If you decide to fallow my advice I will guarantee you will get a job real soon.
lkruel
07-18-2006, 03:13 AM
Hey man, I'm not in this industry to get my panties in a bunch. I put my stuff out there to hear criticism good and bad, like the old saying says I might not agree with what you have to say but I'll fight to death for your right to do so. I'm glad people still have the testicular fortitude to give out some comments =) Not that everyone should be shooting each other down but I see some valid points and I will definetly take them in consideration.
I should also tag along a shot description, I didnt do that fire, I did animate the dance, and model everything in there.
I just graduated so yeah I'll be a junior TD, but let me stand up for some of the comments.
The references to the Osipa style-
I know any schmo can buy the book and set up a rig with those controls, specially when they're with blendshapes, but this rig does have one blendshape on it. I added the controls in because the animators at school were used to the control so I added it in for them. And I went further and gave them total control over the rig, because I personally believe that the Osipa controls are good to a certain point, for some poses you gotta go in and pull that eyebrow WAY up, or deform the mouth a bit.
And I'm pretty proud of that solution and havent seen it elsewhere yet. It's not just an off the shelve osipa connect blendshape A with control B translate Y. It's a bit more involved.
The showing off the controls -
Brilliant criticism, thinking about it it's WAY more sucessful to show a piece of animation and the controls moving around then just a flapping around at the controls.
The Art -
Thanks for the comments, how do you suggest showcasing it better?
The Skillzzzz -
I've taken a project from design to setting up the render farm and comping all the images together, obviously some areas more successfully than others, but I would like to show that, because I think it would make me an asset specially in smaller companies to be able to have no down time and just hop between positions. Should I not show that in a reel? Just tell them in the interview?
The Scripting -
People seem to respond well to that, should I move it to earlier in the reel? or keep it as sweet closer? Should I show more scripts, I have a couple of scripts but this is the more rigging oriented, the other ones are just "make your life easier" scripts.
I appreciate the criticism, some of the harsher stuff just kinda bounced off the rough skin, and will be taken in consideration. And some of the other stuff I'll put into place right away.
and I dont have access to a superanimator so if anyone wants to volunteer, send me a PM
-LK
NolanSW
07-18-2006, 07:59 PM
Jeez Mike, sure glad you didn't see my reel. You'd make me cry :sad:.
It is hard to hear that all your hard work is mediocre but if a lead is looking at 20 reels, you got to stand out.
Not saying that this is the best example to use but you get the idea for "meal tickets". My demo here is not really fast but I'm trying to show off most things. This would be more condensed if I put it into a reel and would be just a section of the total reel. Using the script on a done character is much more practical than building just a skeleton and controls.
http://forums.cgsociety.org/showthread.php?t=372050&highlight=Auto+Rig
Also a good idea is to include scripts and or rigs when you send out your reel. Not many people do that. BIG bonus points for that.
In addition, bipeds in general are easy and preditable. Challenge yourself with a winged character like you suggested. Again, if you are wanting to do games, how could you simulate cloth type wings? Quadrepeds are really challenging. They move a certain way and skinning is very difficult (as I'm discovering again right now).
And I know I'm beating a dead horse here but in reality, when a group of people are looking at reels, the music is turned down or off so we can hear one another make comments. Yes, the music should make sense. Don't use vocals if possible. Too discracting. No tech music or hard rock.
*Ok, note to self, don't send my reel to Sparks....they're mean there :D.
Cheers all,
-Sean
feldy
07-18-2006, 09:31 PM
hey man i did pass that reel along to our senior rigger when i first sent it to him he was out of work for two weeks due to jury duty. he will be looking at it. as far as music goes no one cares becasue most of the time the reel is muted anyway when they watch it any person in the biz will tell you that also if there not impressed by the first 30 seconds well you could be in some trouble to.
but if you dont hear anything send a phyical reel to us www.sparkunlimited.com/jobs (http://www.sparkunlimited.com/jobs)
later Jeremy
nottoshabi
07-19-2006, 12:56 AM
lkruel > I'm glad you understood what I was trying to say. I apologize for benign very harsh. I would rather tell you like it is then try to sugar coated. This is the time to hear something like this then rather you figure it out by your self later on down the road, and it will be to late to go back and change things.
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I should also tag along a shot description, I didn’t do that fire, I did animate the dance, and model everything in there.
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Yes a shot description is a good idea. Print it out and send it at the same time with the reel so they can read it as the video plays. So if you did not animate nor make the fire or the special effects then why is it on your reel? Cause the shot shows mostly fire and special effects it does not show your rig.
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The references to the Osipa style-
I know any schmo can buy the book and set up a rig with those controls, specially when they're with blendshapes, but this rig does have one blendshape on it. I added the controls in because the animators at school were used to the control so I added it in for them. And I went further and gave them total control over the rig, because I personally believe that the Osipa controls are good to a certain point, for some poses you gotta go in and pull that eyebrow WAY up, or deform the mouth a bit.
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Good idea and your going in the right direction. The demonstration in the reel it does not show that you can pull that eye brow way up. It just shows Osipa's set up. If I had my reel on the web I would show exactly what I mean by that. I did the same thing, showed Osipa's set up with special controls. The way I approached it was i showed the controls then I started really exadurate the posses and pulled them way out of control. To show that the character can do that with out braking the face.
The Art work is great your showcasing it right. Can you add 2 or 3 more then that’s it. Don’t over do it. If you have more life sketches, anatomy. That’s the stuff we want to see.
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The Skillzzzz -
I've taken a project from design to setting up the render farm and coping all the images together, obviously some areas more successfully than others, but I would like to show that, because I think it would make me an asset specially in smaller companies to be able to have no down time and just hop between positions. Should I not show that in a reel? Just tell them in the interview?
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I would have to say that. When people are looking for riggers they want to see riggers. If the rigger has a special talent you should add that in the resume. The reason I'm saying this is because: The skillz you provide by taking a project from start to finish is a great experience, for a college student. You get to understand how things work. Most companies have people in that position already, that are familiar with their pipeline. So your help in that matter will be very limited. And the fact that you just go out of school will not hold much weight because of you industry experience. Does this make sense. I'm not trying to cut you down or say you don’t know production. I worked at an animation studio in Miami Florida and we did Tv series. Now there I was the only rigger and I also handled animation tasks. When I got highered at Spark . They were only interested in a rigger. I added in the resume that I had those special skillz and my experience. But all they were interested in is a rigger. Your reel should showcase your strongest and best work. If your strongest work is production management then that’s what the reel should show. If you are a rigger then rigging it should show. When watching a demo the time you have its very important and short so use it wisely. Show only the best of the best. Its better to have 20 seconds of jaw dropping material then 2 minutes of mediocre stuff.
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The Scripting -
People seem to respond well to that, should I move it to earlier in the reel? or keep it as sweet closer? Should I show more scripts, I have a couple of scripts but this is the more rigging oriented, the other ones are just "make your life easier" scripts.
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Make your life easier script, is good to know. A auto rig script is a meal ticket. So show the auto rig in 2 different characters. A biped and a quadruped. Quadrupeds are hard to deal with, rigging and animation wise. To show that you can tackle those problems with the greatest of ease. Show that you are a robust scripter then just some one that can duck tape things together. It also shows that you can script.
I think your reel should showcase like this:
Opening, with the box robot. Polish that animation and rerender again. That is a good strong piece. And its a great opener. Then do the TRex. then the Auto rig with 2 different characters. Take it from model to finish rig right there in front of us. Then the facial stuff, show the rig benign able to pull crazy expressions, and exadurate the face. But don’t break it. Then for the credits use your 2d art. More drawings of characters and humans since you are a rigger it shows that you know anatomy witch is very important.
lkruel
07-19-2006, 01:46 AM
Cool beans, will do.
How can I show the autorigging all the way through the deformations? is there a way to set it up so I can preweight the mesh and then rebind to a similar skeleton? because if I just drop the autorigging script and do its thing I'm going to have a lot of funky deformations. Should I do it once, save the weights, then do it again on camera and import the weights?
And for hands and feets, should I add those in the script as well or is it ok to just show the arms and spine and all that stuff?
What studio in Miami did you work for, I live in Fl, so if I could find something around here it would save me some out of state relocation headaches, but I'll take whatever I can.
Jeremy - Thanks a lot! I'll send an updated physical one in as well, tell them to keep an eye out, probably will be going out sometime next week.
feldy
07-19-2006, 01:55 AM
funny shit as i was reading through this thread our rigger mike "nottoshabi" was allready talking to you.
feldy
07-19-2006, 02:29 AM
hey man i wasent really reading through what people were saying and thats my fault about the reel being half ass or what ever well at first i thought nottoshabii was wrong but after talking to him about how MEAN he was being we was acutally right in ways. you really did miss some big points in school like im an fx artist so when i graduated thats all i showed i can model and aniamate but thats not what i showed becasue its not my strength same for your your modeling and anaimtion is not your strength your rigging is. nottoshabii is acutaly one of two of our senior riggers here so dont take his advice personaly and dont let it hurt you let it make you better. i was just talking to him and even he said you have real potential you just have to make a few changes so before you do that do not send what we allready saw because its going to nottoshabi anyways so yea good stuff just make those few changes and you should be set post the reel first so we can see it you know we are looking for riggers and u have potential just make those few changes.... " by the way i smaked mike in the back of the head for being such a dick" he didnt mean to be so harsh. -Jeremy
feldy
07-19-2006, 02:38 AM
as far as relocation headaces everyone i know that gets a job out of state the fees are paid by the company. so dont worry about that......
lkruel
07-19-2006, 03:17 AM
well then that settles that
I'll just keep working at it, weed out the crap and add in some new stuff. I dont take critiques personally, I'm pretty confident about my personality and with myself, sure my demo reel could use some polish but hey, that's why I'm here. If you cant take the heat you'll stay the same crap all your life, I'm all for learning and improving. I'm pretty young, I got some room to grow until land that super job.
I appreciate all your help and I will definetly be updating the reel with some new stuff, I'm out of town right now so I'm on my laptop, once I get back home (hopefully this weekend, I'll work on adding some new stuff in)
I have a couple of more dynamic stuff too, namely a cartoony otter that has the whiskers rigged up dynamically, should that be put in or keep it out since there's already the dynamic tail in there?
Not sure on the feasability of reanimating some of the stuff but I'll take some of the stuff out and add others in. Thanks everyone for the help
LK
Im not gunna try and belate you, but I do agree with Nottoshabi. Ive seen a lot of rigging reels! and the one that stand out - firstly show off solid rigging and deformation, they show of good scripting and R&D and also specialities. If this is all combined like the messiah reel i saw, with uniqueness then it stands out miles, I mean really really miles!
To be honest, Im falling into the same problem with cellphones, I just want a phone, i dont want a PDA,camera,music center, GPS etc etc I just want to see a very very solid production rig that can be posed very quickly and easily and also easily animated. Ive seen enough stretchy rigs to last me a life time. That sad thing is stretchyness is so very very specific that it probably acounts for 5% of all rigs.
True there is a place for all this, but you should be asking yourself what does the character need, not lets give it as much crazy rigging as possible. Because with film and especially games, your be limited by bone count and animation specifics related to the show.
Id show off a good strong solid rig, quads, facials then interesting things, squash, stretch, bend bone etc scripting that is production proven ie would work in one and facials. Deformation is great to see too.
Id personal split the reel in two if you have animation i.e a rigging part and an animation part.
So its a good reel but make it really stand out and wow us! :thumbsup:
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