View Full Version : Demo Reel Questions
Kris00 09-03-2007, 08:45 AM Hi all,
Im currently working on my Demo Reel for Setup, and I have a couple of questions that I would like to get everyone's opinion on.
On my demo reel I plan on showing the following:
A full IK/FK rig;
A GUI for the Animators to use;
Joint based with blendshapes facial setup;
A Muscle System;
Is there anything specific that I should add on?
What do companies like to see?
Does anyone have a opinion whether I should add anything else to my demo reel?
Any and all comments are greatly appreciated.
Thank you for your time.
|
|
stewartjones
09-06-2007, 11:09 AM
This sounds fine to me. You could add in various automated stuff too, cloth, hair or fur as well. There are literally hundreds of things you could add. Personally, I think the best thing to do is look through what other people have done in their demo reels and see which you think rock. From there you can really think about what you have in your portfolio already, or what you may need to add and then put that stuff in!
There's plenty of stuff even on this site for awesome rigging reel people have submitted!
EricDLegare
09-06-2007, 11:53 AM
To prepare my next reel, I am downloading EVRY TD Reel that I see and keep them as references, for things to do and things not to do.
If you take a look at a bunch of TD Reels, you'll see wich "Feels right" and wich won't.
Like for exemple, I personnaly don't like when the TD shows both sides of a symetrical rig, like showing the right IK/FK Strechy Arm, and after, going to show the left IK/FK Strechy Arm, I mean, since it's symetrical, I would expect the other side to work the same way so I don't need to see the same thing over and over again.
Also, in some reels, they are parts when you don't even know whats going on, be sure that the viewver is seeing what he must, I've seen reels with "unhide all" like they are nulls and bones all over the place even hidding some part of the mesh deformation.
And don't tike my "placeholder reel" as an exemple, as I said it's a placeholder meant to hold the place ( lol ) of my next real reel :D
csc2h
09-10-2007, 06:32 AM
I would recommend showing very solid deformations. Whether a character has 30 polygons or 30,000 polygons, the deformations should always be solid and very good. The deformation of a character is the most important because it is the final product. The rig itself is a little different in that it needs to do what the animators want so that is important also. I know from experience that having some super duper rig with EVERYTHING in it can be quite useless if the character is just doint a walk cycle or very basic animation - just the basics are all that is needed - most animators will become unhappy with a lot of controls that get in the way or are not needed. But it IS important to show that you can problem solve, so a way to do this is to either showing that you can write production tools and/or coming up with special complex rig issues (a "transformer" would be a good example). So I would say focus mainly and making good animations with very solid deformations (muscle systems help with this as does PSDs), and show that you can make animation friendly rigs, and problem solve. Those 3 things a NECESSARY as a rigger. Anatomy is also important too, and the artistic part of rigging falls in this same category too.
Hope some of this helps... :thumbsup:
Kris00
09-10-2007, 11:11 PM
Thankyou to everyone for there help.
CGTalk Moderation
09-10-2007, 11:11 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.