View Full Version : Maya Character TD Demo Reel
Kris00 02-16-2008, 01:37 AM http://cgwizard.com/4.html[/url]
This is my school demo reel for 2008. Please watch and any critiques would be helpful.
[url="http://www.cgwizard.com/"]www.cgwizard.com (http://cgwizard.com/4.html)
Kris
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EricDLegare
02-16-2008, 01:55 AM
Wow !
It's pretty solid comming from a student, my only concern would be that the demo file is named "LowVersion.mov" which can be confusing if let's say an employer is collecting reels on the web, it would be wise to include at least your name in your filename.
Showing quadruped rigs as well as bipeds, muscles and cloth, I think your are on a good way ... Keep up the good work :beer:
dude5487
02-20-2008, 05:19 AM
Cant see it. When I try to download its done right away and it wont open in quicktime, the file is empty. Hope to see it soon!
Kris00
02-20-2008, 06:05 AM
Sorry about that, the link is now fixed.
dude5487
02-20-2008, 06:12 AM
I like it a lot. I would like to see some animation on the reel or some poses rendered.
Good job though so far :).
Keithtron
02-20-2008, 08:51 PM
Good job! I especially like the facial setup for the Shaman character, with the ability to save facial poses and such.
My only crits would be to show some prettier deformations, and perhaps a little more range of motion in the quadrupeds. You have a lot of great controls set up, but when you're demo'ing them, you might want show more aesthetically pleasing poses, and maybe more extreme poses as well.
I'd be very interested in seeing how you set up that Shaman GUI, it looks really cool!
designingpatrick
02-21-2008, 03:02 PM
The reel looks fantastic, I can tell that you know your shit! It would be cool if you had an animator record the poses in order to illustrate how one would use the tool, not from the perspective of the creator but the user. The first shot is a good distance for establishement, although you should pan in to maximize your screen real-estate, it's too hard to see the result of your work with that extra background space stealing the screen. The next shot could probably benefit by changing the bone color to something neutral, that cobalt blue is harsh on human eyes and it is difficult to see. You should combine the bones with the low res topology and the high-res geometry into one shape; once again to utilize screen space. It is distracting when trying to determnine why there are 3 different things performing the same action. It seems like your facial rig appears in a separate window as well as the viewport, once again I think that the screen space could be better utilized with only one gui and the rest being geometry, also you could hide the shapes not being used.
Kris00
03-03-2008, 03:09 PM
Thank you for the critiques.
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