footfeet2
Discord ID: 431304874219667459
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.agree
tracking is super easy in After Effects or Nuke - takes like 5 minutes to learn if you have prior knowledge of those programs or maybe 10 if you don't ๐
Nuke is... expensive.... it's what a lot of film studios use, eg Weta, Industrial Light & Magic, Disney Animation and Dreamworks Animation. The tracking software in it is really good and the node system is so nice to use, so if you can get your hands on it I'd recommend it but After Effects is good too and certainly more affordable. I've heard of DaVinci but only briefly - I was only really taught about the more industry standard compositing programmes.
I think it is for smaller studios but I personally haven't heard anything about it other than the odd mention but since I've only done 3D courses (compositing was a pretty small aspect) I'm not exactly an authority but from what I know it's not super widely used but that's in New Zealand, in other countries it may be. Most compositing softwares are similar enough that transferring from one to another isn't too hard so don't worry too much about what's used in the industry, what's used changes pretty often as well and depends a lot on the studio and the scope of what they create. Choose a software that you like and if you're teaching yourself then any with a lot of resources online is a good idea too.
Just looked up DaVinci, it looks pretty similar to After Effects and maybe with some Premiere mixed in. It certainly looks like a decent software and is definitely used in the industry, if you like it stick to it!
3, 7, 8 and 13 have the best silhouettes. Maybe 14 too but he feels a little too top heavy. 7 and 13 are probably my favourites, they feel the most unique. 13 is probably the best to me as it feels as though it really belongs in a world.
Remember that the most effective characters have a gradient, light values at the top/around the face and dark values around the feet to drag more attention to the face. number 3 is probably the best example for this, having his face lighter makes him catch my eye a lot.
I would avoid doing 4, 5 and 10. 4 looks like an Overwatch character, I don't know which one ( haven't played it ^^" ), five looks too much like a xenomorph and ten doesn't seem all that interesting as an idea, kinda just looks like a guy in a mask.
Hope I helped ๐
1 and 2's variations are definitely the strongest. For 1 I'd say that D and E are the best. You have a good balance of visual clutter and rest, personally I like E just a little more although perhaps with the head and claw-hand from D could be cool. For two I'd say that A, B and C are the better ones, the silhouette for c is very eye catching but I think it needs more around the hands to make it feel better balanced so perhaps mixing in elements from B would be good (I particularly like B's head although I'm not sure why, perhaps because it's a lighter value).
For 3; A and D have pretty interesting heads but the rest of the designs feels like it needs more work and I think for 4 the thing that was mostly dragging my attention to it was the 'ears' on the helmet although I do like the loop of tubing on B
These are really cool designs by the way, are you planning on making the final one in 3D or doing an illustration or anything like that?
After looking at 1 longer I think D's probably the better design.... I still like E more but it is a lot of metal so maybe some material breakup would improve it especially when you're doing material work and colour.
No problem, I like giving people critiques on their work ๐
These definitely scream model, I really like them
https://www.nzherald.co.nz/the-country/news/article.cfm?c_id=16&objectid=12317625
oh no... whatever shall we do!?
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