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View Full Version : Animation: cogito Ergo Sum


ukyo
07-21-2003, 06:48 AM
this is my project for the semester. its finnished for grade. took about 4 months to complete. its about 3 and half minutes. i put 2 links ones is 720x480 but its 34mb the others is 360x240 both are divx. any and all comments and suggestions are welcomed. i must admit im nervous this is the first time ive shown anything to the world.

its a buddhist story about conquering ones own ego. i hope you all enjoy.

24.3mb
http://www.ukyo3d.com/cogitoergosum_LG.avi

17.5mb
http://www.ukyo3d.com/cogitoergosum_SM.avi

sorry about the huge file size but hopefully u will think it was worth the wait

http://www.ukyo3d.com/preview%20copy.jpg

ukyo
07-21-2003, 03:39 PM
is it just that good that everybody is left speechless or just that bad?

Mad Inventor
07-21-2003, 05:29 PM
I like the story and the models are good as well. You should work on the movement of the characters a bit more so the motion will be more fluid.

keep up the good work:thumbsup:

DuttyFoot
07-21-2003, 11:41 PM
alright, good to see your work on here
at the library right now, but will download it when i get home
:buttrock: :thumbsup:

DarkHydra
07-22-2003, 12:20 AM
Nice job, I liked the battle sequence the best. I do have some crits if you're interested: Firstly, the backs of her arms and her collar bones seemed to be a little too sharp. And Second, was the clothing. I noticed that there is none. Its just a texture painted over the mesh since you could see the every line of her stomach and the definition going down to her nether region in front is outlined exactly through her pants.

Still though since this is more then I've yet accomplished you may ignore everything I've said.

ukyo
07-22-2003, 10:39 PM
thanx for the comments, much appreciative. anything helps.

TheGreenGiant
07-22-2003, 11:07 PM
Hello..

You're looking for critique right? Hope you can handle it ;D I felt that the story of the short film didn't really work with that entire buddhist philosophy that you talked about and well.. let's do the breakdown.

texturing - a lot of the colours you use - say the columns at the start. It looks wrongs - purple and orange and on a classical column was very apparent and detracted from the girl. Look at reference images for zen/buddhist like scenery. I'm guessing the priority for texturing came very low on your short - The devil character's skin is similar You should have used a simpler texture if you're not going to spend time on it. The thing is, both the marble and devil has the same sort of fractally marble texturemap which is no good.

The voice acting. Get a better voice actor. :D

motion - The biggest problems I felt with the short was that the motion was really really unnatural. For an animated piece based squarely on a large fight scene, the movement of the characters just let the action down. There is no sense of weight/impact during the fight. Also, you definitely need to work on anticipation and the characters action/reaction. When the girl stabbed the sword into the demon and he felt no pain, surely she would react but dodging or doing something. Instead she stands there and stares at him.

Keyframing/Cutting - I don't know what happened but the few apparent leaps in frames in your movie made it look very shoddy. Again, apparent mostly in the fight scene. The most prominent bad cut was when he punches her in the face and the next second, we see her running towards him.

Lighting - You have quite a nice and elaborate demon tower at the latter stages of the movie and I felt you really didn't capitalise on the chance to use lighting to enhance that set. Think about using shadows in that scene.

Camera - I don't think there was any lipsynching.. but it would have been cool to look at the fight from the point of view of either characters (eg. girl looking up at demon or vice versa) - their difference in height will enhance the look.

Definitely think about what you want to focus on - animation. texturing, modelling because it's hard to tell from the short which area you want to be good at. I'll say modelling based on the quality of the model compared to the actual animation. I hope you can get back into the files and work on the motion. And the other thing I will say here is downsize the project and make what you have better instead of having more but not as good.

ukyo
07-23-2003, 12:04 AM
thanks greegiant youre awesom. the preogram im in were responsible for everything so its hard to focus. but in the off time im gonna try and go back into it. and ill defiently keep aware of the comments you made.

Slimz
07-24-2003, 03:25 AM
hey,

i totally agree with Greengiant...
the texturing draws to much away form the animation

I also have some fairly big probs with the female character....when her back is to the camera and she walks away it seem as tho her arm is detached ( it look like a G.I Joe arm). You should take a look at this. Her collar bones are too sharp and stick out way too much .....

The motion is not realistic .

The scene where se is like dreamin looks nice but the other stuff is just thrown ways off..... take some time and look at it and fix it up

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