stills: Final University Project


#1

Hi guys this is my first time posting. Here are a few images of my Final Project for my University Project. The Final 3D animated short was called Escape. I used Maya 5 and Combustion 2 for colour correction, as you can seew my modelling skills are very basic. Please tell me what you think and how I could improve, i can see about 100 flaws i know of lol.


#2

:eek: cool
excellent work…
i like it a lot


#3

Very good work, but i dont like very much the model of the guy, and it appears to me that the shadows are to diffuse and not correspond to the light of the sun, but good work, keep going


#4

i need some crits from people please and your views on my images.


#5

i wish i cud see the whole animation… screen shots are impressive specially th light…:wink:


#6

:: Your water texture lacks detail when compared to the detail level of the shoreline.

:: Your water texture has a very “CG” look to it. It’s a procedural shader, but as such, it needs to have a deeper tree. Mix small ammounts of noise with larger patterns, and throw in some more variation. I would also say that the bump ammount is too high.

:: Lose the lense flare. That is, lose the everything but the glow and rays from the sun source. The manual and automatic secondaries are too much.

:: Instead of slapping a texure on your pier, model each plank, and add some randomness to the shapes. Some longer than others, some bent a bit, and they should all warp just a tad.

:: Disturb the water around the pier supports where they touch the water. Also disturb the water around the shoreline. Look at photos of streams, rivers, and lakes to see what I mean.

:: Your lighting setup seems to almost completly lack the fill component of light. Your character is almost entirely in shadow opposite of the sun. You should add some point lights with a very low intensity, but with a slight blue or orange color.

:: Your grass does not seem to cast shadows on the ground or wood planks

:: The wood planks in the grass seem 100% self illuminated. They should be more in shadow.

:: The mountains in the far background need alot more geometric detail. There should be also be a texture that takes into effect the slope angle of the geometry. Dirt does’nt sit on steep slopes. It rolls off. Also, grass grows on any area that is not on a steep slope.

:: The character needs alot of work. I see that you are going for a somewhat formless visage, and that’s fine. The problem seems to be more in your rigging/skinning. There are bulges and indents where there should not be. Especially under the shoulders and in the buttocks. This makes the character look unsettling and strange.

I like the last two images the best. The film bloom effect you have from the sky works well. Try to either bring the beckground ellements into more detail, or occlude them with the glow or some fog.

Try not to make your shadows black. Think allot about the bounced lighting. That is what is making the images look flat.

-Dave


#7

Thats alot to take in but its very helpfull, also does anyone know where i could get a real professional tutorial on modelling a character, one for dummies including a step by step with images. oh and anymore crits would be very helpfull.

cheers.


#8

Well, this TUT is not for Maya…(Its for Max)…but…I did it rather easily in Maya. You’ll just have to realize what tool is being used in Max and then know what tool is simalar in Maya etc…but the Tut itself is rather good.

http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp

Hope it helps


#9

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