I've spent 18 months creating my first animated short, check it out!
78 replies, posted
Great work, well directed, but way more effort needs to be put into animation, because even with otherwise great visuals and sound design, the final product will suffer if the animation isn't on par with the rest. Camera animation wasn't always good either.
Bring that up to par and you've got production quality.
[QUOTE=kapin_krunch;39874262]That was amazing, great work.
I hope you get a job somewhere major [B]in the future[/B], it looks like you and your team deserve it.[/QUOTE]
I see what you did there.
Anyway, this is nothing but amazing. How much time did you spend preparing the project? Was the plot always focused on time traveling?
Damn that was better than I expected coming into this thread. Real good work. I don't want to be a mindless prasier though so I will agree with the above criticisms that the animation was a tad floaty, but the environment was really well made and as also said above, I [I]loved[/I] the details.
[QUOTE=Quark:;39881969]Does the character have a name?[/QUOTE]
We named the character Tom, after one of our friends!
Thanks so much for all the kind words lads, I'm really glad you enjoy it. The viewcount on the video has skyrocketed!
[editline]12th March 2013[/editline]
[QUOTE=Shirky;39884612]Loved it! Mind telling me the name of the music playing?[/QUOTE]
The music is in the credits! It was by a local band who gave us permission to use their track.
[editline]12th March 2013[/editline]
[QUOTE=lexus04;39885164]Great work, well directed, but way more effort needs to be put into animation, because even with otherwise great visuals and sound design, the final product will suffer if the animation isn't on par with the rest. Camera animation wasn't always good either.
Bring that up to par and you've got production quality.[/QUOTE]
I agree, but like I said... we had a strict deadline and animation isn't our strong point.
However, I'd be interested to know what camera animations you thought were bad as a lot of people actually complimented the camera work.
[editline]12th March 2013[/editline]
[QUOTE=ColtoM;39885184]I see what you did there.
Anyway, this is nothing but amazing. How much time did you spend preparing the project? Was the plot always focused on time traveling?[/QUOTE]
It took around 18 months from script to screen, the plot changed lot but we always wanted to do something kind of sci-fi and time travel related. Initially it started as an adaption of an old Twilight Zone episode called Time Enough At Last about a guy trapped in a post apocalyptic world but he breaks his glasses.
We really liked that tragic idea and kind of ran with it, but over time the story became more character focused and condensed. We decided to stick to one location for efficiency, and adapted the story to suit that.
This honestly made me think I was watching a Pixar short, its amazing with all the detail and stuff
the animation in some parts looked a little off but the models and rendering made it up
good job :)
Well done!
Great stuff!
[QUOTE=Scotchair;39874446]
[T]http://i.imgur.com/mYp1wtP.jpg[/T]
[/QUOTE]
Thanks for the new wall paper.
Also this was incredible. You have a bright future ahead of you for sure.
[QUOTE=Scotchair;39888892]
However, I'd be interested to know what camera animations you thought were bad as a lot of people actually complimented the camera work.[/QUOTE]
I liked the opening shot, but the shot at 2:02-2:03 really grinds my gears as too linear (motion-wise, as opposed to eased in/out) and non-dramatic, the dolly stopping at 2:58 feels linear and abrupt as well, same with 3:39, 4:08.
Same with the movement direction change at 0:24
The action line change at :52 needs just a couple of frames more of him turning around to secure it.
The blackboard shot at :54 has weird panning camera movement, I don't think that going for "handheld" here works, really.
At like 2:02 I think you'd need either more shots of him being frustrated or faster shot changes for it to feel more like a jump shot montage. Right now it feels a bit like a dragged-out punchline.
At 2:26 I'd add a closer shot of him pulling the lever maybe, since that's a more important and final action in that montage.
Didn't like the shots at 3:45, I think the jump back to his face turning was unnecessary, or it feels that way, it needs just a bit more to it to be interesting and justified,
The shot at 4:13 feels odd and long-ish, probably because of the static camera and the fact that it's high-FOV yet close and with shallow DOF, like I'd try to add an eye reaction detail shot here maybe and see if it works.
Bear in mind that what I listed is still pretty minor and all my opinion.
Also, about the dramatic 2:02, I've experimented with such shots, one of the results can be seen in this half-assed thing at :07
[video=youtube;VfTfk8aqSNQ]http://www.youtube.com/watch?v=VfTfk8aqSNQ[/video]
The thing is, I had both a "jib up" motion and a change to a wider FOV there to make it more dramatic, also the start of it is linear but the end is curved, even with a little bounce back.
Whoa. I could have used your feedback 2 years ago, I'll probably be giving you a shout in the future ;)
Sure. I'll add you on Steam.
[QUOTE=Scotchair;39874349]Thanks, me too! 9 months after finishing Im actually unemployed haha. I got a job offer at Axis animation (who've done the first dead island trailer, and the spartan ops videos) but I actually missed their call and never got the message until 3 weeks too late. Which was annoying.
I'm still looking for work in Scotland, but soon I think I might need to head to London and make coffee for a VFX house.[/QUOTE]
Hit me up if you're looking for work, I work at Framestore now and might be able to put a good word in for you :)
Will do man, I'm applying for an internship at axis but if that falls through London will probably be my next port of call.
That was sweet, models look good!
Something about his walk cycle seems off. Not sure what it is though. Apart from that, really, really nice!
There's only really 2 or so scenes where he actually walks... but yeah I was never happy with most of the animation. Sadly we just ran out of time.
Sorry, you need to Log In to post a reply to this thread.