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jfalgout
12-27-2008, 10:53 PM
Hey guys I'm looking for a new job since my current contract is up. The project I was working on hasn't been released yet, so all I can show are my own personal shots. Let me know what you think.

Note: There's going to be a rope that yanks the guy in the temple up by his ankle. Its just not in the shot yet.

http://www.justinfalgout.com/DemoRough.mov
or
http://vimeo.com/2646926

robcat2075
12-30-2008, 12:19 AM
I quite like those.

The one dialog clip is so short that it's over before you have time to figure out what you are looking at. The action clips give the viewer at least some illusion of context.

KielFiggins
12-30-2008, 02:41 AM
Hey man, good seeing the new work. Excited to see what you've been working on.

Some feedback:
-Opening shot with the critters, the landing postion on the wall has a lot of twinnings and parrells in it. Hands parrell with each other, body parrell with the wall. I would suggest orienting the pose in general to be more offset from both itself and the environment.
-Adding even the most basic of effects (such as a yellow poy cone for muzzle flash) will really go a ways in selling your animation. Not to mention, adding bullet impacts on the wall, then the one that hits his head will add anticpation.
-I under stand its a wip reel, but hiding the ctrls helps the viewer focus more on the anim and less on the rig.
-the leg pull / statue bit is nice, but you can really push that snap up timing when his leg is finally yanked. Currently it feels really soft and fluid.
-On the "no please" clip, when both his hands come up, that pose feels really forced. Bringing your wrists and elbows that close together is pretty strenuous for the relaxed pose he has going.

Other then, looking cool man. Where you looking for work?

jfalgout
01-02-2009, 04:15 AM
robcat2075:
Do you think its a staging issue or are you saying there should be some sort of establishing shot before hand?


Kiel:
Hey man, thanks for the critiques. I worked on everything except the yank up on the guy stealing, but thats up next. So here's what I've got so far.

http://www.justinfalgout.com/CreatureShooting.mov

and

http://www.justinfalgout.com/HearNO.mov

The bullet holes and the muzzle flash really helps sell that shot. You can almost hear the gunblast without the sound.

As for work, I'm really hoping to break into feature animation or vfx work anywhere out west. Really, anywhere I can get better and have fun doing it. I've done some freelance work, and it was cool, but I'm hoping to work at studio. I like having people around to bounce ideas off of and learn from. it also helps to have people to share the pain of tough deadlines haha.

Anyway, let me know what you think of those revisions. Thanks again.

KielFiggins
01-02-2009, 05:25 AM
Hey man, great to see you making revisions, keep rocking it.

Some feedback:
-brighter/darker/contrast impact hits. Right now they blend in too much with the wall.
::though incredibly old and a pretty bad anim, only look at the impact flashes :) ::
http://www.3dfiggins.com/Archive/pages/cine.html
-I wouldn't use that muzzle flash. Without the context of the FPS gun, it draws your eye to the opposite side of the screen. Try turning on/off a point light, so simulate it. Might work, I've done it before and its yielded decent results.
-Your camera feels really 'cg', just the extreme motions and smoothness of it. Either make the viewer unaware of the camera of give it the full time jittering of handy cam.
Tyson Ibele does some amazing camera work, check out his site. This piece came to mind:
http://www.tysonibele.com/Main/Animations/Kid/kid_anim1.mov

Hear No:
-That hands up pose still bugs me, and I'm pretty sure its the angles of the wrists compared to the arms. Their almost 90 degrees to the elbow, and wrists really dont bend that extreme. Also, once they get close to 90, they pull the elbows in.
-Your wrist motion and your elbows are different, really feeling the IK setup.


As for more gigs, you gotta get that site up man. What are you applying for? Animation? Animation / setup? Have you looked into doing a few game related anims to start pitching to them?

Anywho, keep busting out those revisions. Rock on.

jfalgout
01-09-2009, 04:16 AM
Hey guys here's the latest round of revisions.

http://justinfalgout.com/DemoWIP2.mov

Creature: changed the camera to have a more natural feeling and added muzzle flashes (wont show up until rendered)

Theif: I redid the entire sneak up to the alter.

Hear No: Redid the arms when he says "no please, no, no" and changed some facial animation to read better.

I'll get my site up ASAP with the latest WIPs, some artwork, and some previous projects/reel. I'm looking for animation specific position, but I can take on a more generalist role if I need to.

I'm also thinking about putting my old reel at the end of this reel. Here's a link to it. I'm not sure if it would strengthen or weaken what I have. Let me know what you think.

http://vimeo.com/834917

Thanks for checking out my work.

Acol3d
01-09-2009, 10:57 PM
Really dig the Statue piece very nice. The only thing I can say about it is that I feel the first dialogue piece feels like it should go abit longer. Does the soundclip keep going or is that where it stops? Other than that very nice, cant wait to see it rendered and all that good stuff.


Adam Collins

CollinsAnimation.blogspot.com

Sweetbix
01-10-2009, 06:54 PM
You've made some great changes, keep it up.

KielFiggins
01-10-2009, 07:19 PM
Good to see your work updated. As for the the old anim reel, I would toss in the girl with the car and the helicopter, the rest is not as strong.

Keep busting it man, looking forward to seeing more.

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