• The great WIP and feedback thread.
    355 replies, posted
Just wondering if you guys think that's smooth for animation. [video=youtube;qp-urmGXhgk]http://www.youtube.com/watch?v=qp-urmGXhgk&feature=youtu.be[/video]
Got myself working on this, and yes, it's the old wip but I want to show you how it got done. Unfortunately, I've lost session file because of burnt HDD where I had this clip made like with 5 minutes long footage. [i]i feel so sad and depressed after that[/i] Anyway, here you go. [video=youtube;_MmIxKhXu5A]http://www.youtube.com/watch?v=_MmIxKhXu5A[/video]
feedback would be nice so i can know what to improve on for when i get back in sfm [video=youtube;X-7y_t1ugKQ]http://www.youtube.com/watch?v=X-7y_t1ugKQ[/video] [video=youtube;IjZ77uW4XWI]http://www.youtube.com/watch?v=IjZ77uW4XWI[/video] [video=youtube;okv4MT6csOE]http://www.youtube.com/watch?v=okv4MT6csOE[/video] ps i'll hand this project off to somebody, no more time to focus on an sfm project
[QUOTE=Slacker996;40552968]feedback would be nice so i can know what to improve on for when i get back in sfm [video=youtube;X-7y_t1ugKQ]http://www.youtube.com/watch?v=X-7y_t1ugKQ[/video] [video=youtube;IjZ77uW4XWI]http://www.youtube.com/watch?v=IjZ77uW4XWI[/video] [video=youtube;okv4MT6csOE]http://www.youtube.com/watch?v=okv4MT6csOE[/video] ps i'll hand this project off to somebody, no more time to focus on an sfm project[/QUOTE] i'd fucking love to play with the lights in that
about the poster i'm working... i got a bit busy collaborating on a video with mfreyrie, but i revisited the lighting, and decided to throw the greenscreen idea and using particles in sfm (i really don't like working them, i wish i did, i really do...) out of the window, so i'm gonna make them in post, i exported the image today, got it in photoshop, was playing with hdr settings, and i get this thing that was screaming POST ME! to me, i found it a really interesting style, i guess you could also make videos like this. [t]http://i.imgur.com/m3UFSBf.jpg[/t] i mean, it's nothing special in the end, but i got surprised by what effect a single slider (detail) could give me(but other settings were also adjusted), even if it would sure need some subtle outlines...
[QUOTE=davixx;40561476]something about post editing[/QUOTE] It certainly got a style to it, definitely an improvement over the previous. There isn't much to add, you will HAVE to work with particles if you don't possess great editing skill. --- I've recently just finished my Youtube channel page art using purely SFM and Photoshop. I'm no expert when it comes to designing banner, so I'd appreciate it if anyone could head over to my channel and give me feedback after taking a glance at it. I planned to add some words but I can't decide where to put it. [Update: I just finalized it, I don't think I'll be changing it anytime soon] Youtube's demand for low image size kinda raped the quality. So if anyone's somehow interested in the high quality version, feel free to ask for it.
Hope this is the right thread for this. Anyways, random trippyness I got through epileptic lightning and looking through a fire particle. [t]http://i.imgur.com/xDLMi6q.jpg[/t] From a Game Grumps video I'm working on. Wooh. Just felt like sharing. I'm bored. I need to go to sleep. Zz.
[media]http://www.youtube.com/watch?v=mM7xl6RFBrc[/media] C&C? I'm way out of practice with this stuff.
[URL=http://imgur.com/titkbL5][IMG]http://i.imgur.com/titkbL5.jpg[/IMG][/URL]
[QUOTE=Valkyrieone;40644607][URL=http://imgur.com/titkbL5][IMG]http://i.imgur.com/titkbL5.jpg[/IMG][/URL][/QUOTE] Well as feedback goes, I'd move chief along the rule of thirds because there is just too much empty space and he doesn't become the focus of the image like I assume you want him to be.
[video=youtube;hUSCM_7wYvw]http://www.youtube.com/watch?v=hUSCM_7wYvw[/video] Thank you for the feedback. Here is a draft render with no colour correction etc. Rifle does not appear in this video due to a locking issue I had previously.
So, this may or may not be deserving of a post somewhere else, but I gotta ask somewhere. So I wanted to get back into SFM after being away from it for a long time. While I'm not worried about spending time to relearn the basics, I have a question about process and workflow. The project I'm hoping to set up is a somewhat ambitious attempt to recreate a stage musical in SFM with TF2 characters. Outside of basics things like map and model resources, which are themselves hurdles I'll have to get to, my biggest fear is coming up with good animation of a reliable quality. While I honestly believe I [I]could[/I] come up with decent dancing+singing animations in SFM using my current knowledge, it'd take about a year of work to get so much as 30 seconds. Basically I want to know what you guys do to create animations fluid as possible in as little time as possible. If I'm going to do anything longer than 15 seconds in SFM, I need to learn how to animate efficiently and reliably.
[QUOTE=Engy;40706358]So, this may or may not be deserving of a post somewhere else, but I gotta ask somewhere. So I wanted to get back into SFM after being away from it for a long time. While I'm not worried about spending time to relearn the basics, I have a question about process and workflow. The project I'm hoping to set up is a somewhat ambitious attempt to recreate a stage musical in SFM with TF2 characters. Outside of basics things like map and model resources, which are themselves hurdles I'll have to get to, my biggest fear is coming up with good animation of a reliable quality. While I honestly believe I [I]could[/I] come up with decent dancing+singing animations in SFM using my current knowledge, it'd take about a year of work to get so much as 30 seconds. Basically I want to know what you guys do to create animations fluid as possible in as little time as possible. If I'm going to do anything longer than 15 seconds in SFM, I need to learn how to animate efficiently and reliably.[/QUOTE] In some thread around here in the SFM sub forum, Harbi and I talk about the process of "Blocking" animation. It's a fantastic method of animation that creates really nice, smooth and detailed animations, and allows for easy changes on the fly. Thomas Larson did some youtube tutorials about this, I recommend watching them. As for the workflow... its something I'm still figuring out myself, as it seems to be more personal preference. Personally I just complete each scene fully before moving on to the next. Not the best, I don't recommend doing it straight away, as another workflow example is going through every scene/shot, laying out the basic movement of the characters (without moving any limbs or facial flexes) and getting the whole basework laid out, and then going back and slowly building up on each scene. And now I just realize how bad my current workflow is and how to fix it. Mutual benefits for everyone.
[QUOTE=krailyx;40706627]In some thread around here in the SFM sub forum, Harbi and I talk about the process of "Blocking" animation. It's a fantastic method of animation that creates really nice, smooth and detailed animations, and allows for easy changes on the fly. Thomas Larson did some youtube tutorials about this, I recommend watching them. As for the workflow... its something I'm still figuring out myself, as it seems to be more personal preference. Personally I just complete each scene fully before moving on to the next. Not the best, I don't recommend doing it straight away, as another workflow example is going through every scene/shot, laying out the basic movement of the characters (without moving any limbs or facial flexes) and getting the whole basework laid out, and then going back and slowly building up on each scene. And now I just realize how bad my current workflow is and how to fix it. Mutual benefits for everyone.[/QUOTE] I just looked up Thomas Larson's YouTube Channel. Looks promising, at least, and his latest post "Make a RED outta you" isn't far off from my own project. I'm not quite sure what "block" animation is supposed to mean, unless you just mean the graph editor tutorials he's posted. I'll be going through them all anyway in the next month or so, since I have free time again. Thanks again for the tip!
This thread still alive? If it is I need help. My lights always look like shit. This is one light. [t]http://cloud.steampowered.com/ugc/597003860840779140/CB26F400FA7AA61B14D68A12A9EC5BD9060D77EF/[/t] What do I do? If you think it's my graphics card, then you're right, because my card isn't supposed to run SFM. I haven't burned my computer yet. Also, how do people get a lightbeam effect?
[video=youtube;TMmILh9Hyvw]http://www.youtube.com/watch?v=TMmILh9Hyvw&feature=youtu.be[/video] A work in progress for the new collab CrazyScoutFin is holding. Any ideas on how I can improve it? It's not even halfway done yet, but I plan on getting a good portion of it tomorrow.
[QUOTE=YourBreakfsat;40759878] Also, how do people get a lightbeam effect?[/QUOTE] The Light Beam is volumetric lighting. Right click on your light in the animation set editor, and click Enable Volumetrics in the small menu that appears. The volumetric can be adjusted in the light setting sliders.
[img] http://filesmelt.com/dl/The_spy.jpg[/img] First picture in SFM, probably really terrible. I'm unsure about how to change the quality with AA or Resolution, so if any of you know, that'd rock.
Set your launch option to this, will let you use the viewport in 1080 pixels so you can view everything in better quality, and lets you render at that resolution. [IMG]http://puu.sh/2ZTpk.png[/IMG]
I posted this in the posters thread but it kinda went ignored in favor of the 99 pic album someone psoted afterward. [QUOTE=Engy;40748890]Just got back into SFM this week. Made this tonight to play around with posing and lighting. Any constructive criticism would be welcome. [img_thumb]http://i.imgur.com/3TqWbP0.jpg[/img_thumb][/QUOTE] [editline]23rd May 2013[/editline] [QUOTE=krailyx;40760711]Set your launch option to this, will let you use the viewport in 1080 pixels so you can view everything in better quality, and lets you render at that resolution. [IMG]http://puu.sh/2ZTpk.png[/IMG][/QUOTE] Of note: You only need that for rendering videos, since you can already render posters at whatever you please. More of a note for myself than for anyone else.
[QUOTE=YourBreakfsat;40759878]This thread still alive? If it is I need help. My lights always look like shit. This is one light. [t]http://cloud.steampowered.com/ugc/597003860840779140/CB26F400FA7AA61B14D68A12A9EC5BD9060D77EF/[/t] What do I do? If you think it's my graphics card, then you're right, because my card isn't supposed to run SFM. I haven't burned my computer yet. Also, how do people get a lightbeam effect?[/QUOTE] There are two possible solutions. One is that the map may not have HDR enabled, an other one is that you'll need to lower your tonemapscale and light the map up with lights. Also avoid using white lights as anything but backlight. it looks unnatural. Also make sure the lights are angled and you use the three-point-lighting rule. Rule of thirds is also pretty awesome to the max.
[video=youtube;gHzciXz_iDs]http://www.youtube.com/watch?v=gHzciXz_iDs&feature=youtu.be[/video] I'm trying to pull off CPR but i'm not really sure what to do about moving the engineer's chest downward without it look like hes sinking into the ground. I'm using the basic IK rig script for both of the models and I have both of the medic's hands locked together and going downward [IMG]http://i.imgur.com/QujQWtX.jpg[/IMG] I'm not really sure what to do from here as to making it look less robotic and making the engineer's chest get pumped. Any ideas?
[QUOTE=magicman1234;40773595][video=youtube;gHzciXz_iDs]http://www.youtube.com/watch?v=gHzciXz_iDs&feature=youtu.be[/video] I'm trying to pull off CPR but i'm not really sure what to do about moving the engineer's chest downward without it look like hes sinking into the ground. I'm using the basic IK rig script for both of the models and I have both of the medic's hands locked together and going downward [IMG]http://i.imgur.com/QujQWtX.jpg[/IMG] I'm not really sure what to do from here as to making it look less robotic and making the engineer's chest get pumped. Any ideas?[/QUOTE] You can make the medic's chest move downwards when he pushes so he's putting his weight into it. As for the engineer reacting... it can probably be done with either an IK or FK rig, more or less personal choice. Just mess around with moving one of the lower spine bones and using the one above it react to the push (this may not sound very clear, but more or less just mess with moving different spine bones based on how you think they'd react) Also if you feel its too robotic, try putting delay/in-between keyframes to get different speeds of the movement.
[video=youtube;yNuq4FxBl94]http://www.youtube.com/watch?v=yNuq4FxBl94[/video]
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[media]http://www.youtube.com/watch?v=qy5fpVezZfI[/media] I'd like some opinions on my animation. Plan on adding lighting and changing camera settings tomorrow.
[QUOTE=Matillion;40783145][video=youtube;yNuq4FxBl94]http://www.youtube.com/watch?v=yNuq4FxBl94[/video][/QUOTE] I was planning to condemn you to hell after seeing the BS soldier nightmare bone-stretching + combine helicopter, but changed my mind when the Sly Cooper music started playing. That'd be your one Get Out of Jail Free card. [editline]26th May 2013[/editline] [QUOTE=DrunkenGMan;40784777][media]http://www.youtube.com/watch?v=qy5fpVezZfI[/media] I'd like some opinions on my animation. Plan on adding lighting and changing camera settings tomorrow.[/QUOTE] It's a little stiff, but hardly bad. Heck, even as it is, you could flesh it out into a rough animation 'style' that'd be fully enjoyable.
[QUOTE=Engy;40791445]combine helicopter[/QUOTE]Couldn't find a TF2-styled chopper. Of course, there are tons of other better looking choppers but alas, I am too lazy to change it right now.
[media]http://www.youtube.com/watch?v=_KiWkmAX-XE[/media] Well, give me feedback please. I already noticed the lack of facial animation on the scout, and some other things. Thanks :v:
I didn't want to post this at first, but I spent ~13 hours on it so what the fuck. So I got this fancy idea of replicating the very stylized anime-ish JRPG i-duno-what-you-even-call-it using the pure magic and science of lighting. Thereafter, I grabbed a random anime lookin' model and went on with it! [t]http://i.imgur.com/K1FKCAV.jpg[/t] This ought to only work in scene builds with the same style I presume, but I wanted to prove that replicating this style is possible in any map and condition. I tried this on non-anime models, the results are rather unfitting. Also: this is raw from SFM, no post-editing, so animating with this is possible. Feedback solely on the stylized lighting please, is it close enough? [URL=http://imgur.com/5u1tNIf]Here's a crappy no-lighting version[/URL].
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