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paconavarro
07-19-2003, 07:32 AM
Software: Max

This is a serie of images in a wip stage of a scenary, character, and cars that will be included in a short film called Traffic.

What to crit: Mainly Im looking for crits on the overall look of the images, Im trying that everything has the same toonish look.

Tnks... now the images:

http://www.metacube.com.mx/paco/calletest.jpg
http://www.iespana.es/imagesof3d/Semaforo/wip.jpg

paconavarro
07-19-2003, 07:33 AM
Character : : Unzip this MOV please

http://www.metacube.com.mx/paco/spin.zip
http://www.metacube.com.mx/paco/test_03.jpg

paconavarro
07-19-2003, 07:34 AM
http://www.metacube.com.mx/paco/test6.jpg
http://www.metacube.com.mx/paco/Esquina.jpg

RazzBlade
07-20-2003, 06:38 PM
Great looking scene, love the detail on the buildings and especially the parking meters as silly as that might sound, they add a familiar sence of stucture or "rules" to the scene. I take it your yellow boxes will become traffic lights, will you be adding some street light as well =). looks like an awfully fun scene to light.hmm Ide love to see and "after hours" redition. 12am type of thing, over cast slick and rainy, with volumeterics. scene could be very moody.

The only thing I might crit is the last image, something about the scaling seems just a touch off, (cars compared to buildings) if I use a driver as a scale referance for the rest of the scene and envision a driver getting out of 1 of the vehickles and going in the door of the bulding on the corner. it seems like he/she (the driver) might be a bit big when compare to the door way, so I might scale the autos down just barely a touch, not much at all, but then again, maybe not, its kind of a tough call, could be that the scene is just playing a little trick with my eyes', but at first glance something in the last image seems off a bit, and thats all ican really think it might be...hmm or maybe its windows of the second floor, maybe they seem a bit low, if you were standing at one of the windows on the second floor it seems like the bottom sill would be just above ancke hight, or mid shin,

bah you know what, dont listen to me, the more I look at it the more I keep changing my mind heheh.

anyways, looks great, (looks like fun to work on at this point as well


:thumbsup:

DarkHydra
07-21-2003, 07:07 PM
Hmm, I kinda agree about the scaling on the last one looking a bit off. But as it is it just might work. It's giving a Wallace & Grommit / Monsters Inc. feel. I love it! You've definately got a cartoonish feel to it that stays through the whole thing. Hope this becomes one of those short animations they play before some movies.

jellyfish
07-21-2003, 11:54 PM
Hi,

I agree that the scale of the buildings seems off. Take a look at real 2- and 3-story buildings, the main story is usually raised a bit from the ground, and/or is taller that the second and third stories. For example, retail space and lobbies and such are usually 10 or 12 feet high inside, while living spaces are 8 or 10 feet. Also, I must agree that almost all the windows are too low compared to the interior spaces they are lighting, although you might have done this to emphasize the cartoonyness. I don't really mind this effect on the second storys, but the main floor windows should be higher (which would happen if you made them taller :)

I like the style of the vehicles a lot, and would like to see this round style more in the buildings. Could you round the edges on some of these? Not sure if you think this would be too much work.

Do you have any info you could give us as to the intent of this work? Is this environment just a fleeting blur for the viewer, or are we gonna be dwelling on it? Are the vehicles the focus here, or the surroundings?

jellyfish

jellyfish
07-22-2003, 12:01 AM
Sorry to post a second time, but I just looked at your character spin. I think the character style is cute and simple, but not too simple (ie the wings have just enough feather-ness). However, I am disturbed by the texture map on the eyeballs, I think this is just a noise or fractal color map? If so, you might think about doing a more pupil-oriented map (one that changes color in a circular or radial pattern, centered on the pupil) as this is how our eyeball color shift normally looks.

Or, in keeping with the cartoony flavor, just leave the eyeballs straight white, or perhaps one white and one slightly yellow or red (since they are not symmetrical). Mostly what I didn't like was the fact that there were dark vertical streaks in the eyeball, this distracted me from the rest of the bird, and would probably be distracting to an audience too.

jellyfish

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