Re: The CGI Thread
I've been working on a Star Wars short and wanted a realistic looking planet.
I want it to look as real as possible so any suggestions are welcome.
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I've been working on a Star Wars short and wanted a realistic looking planet.
I want it to look as real as possible so any suggestions are welcome.
Mosh, that looks pretty great so far! I remember I've made a couple planets before, but it was such a long time since I've properly used blender(or CGI program for that matter) I forgot all the components. (Nodes, materials, etc...) But the thing that pops out the most to me would probably be that the edges seem a bit too clear, so maybe adding a bit of blur would do it good. Other than that, I guess I feel like there could be more clouds, but that's just a nitpick. Can't wait to see how this film turns out!
The only thing I can find that looks a bit off is the clouds. Otherwise it looks amazing.
Does anyone know of a good way to make that haze around the planet? I'm having a lot of trouble with it.
And I'm using Blender, just so you know.
unedited still of what might be the opening shot in "Operation Overlord". - I am also casting if anyone cares...
this is of Alantis....
Wow. Those are some beautiful frames. @Lechnology that rendering looks perfect. It looks really realistic.
@Cooked Cat that is simply wonderful. It looks very enchanting. I look forward to seeing these films.
Here's another bit of CGI stuff that I did recently.
https://www.youtube.com/watch?v=xGyg-RC5xXM
Pete "Exo Suit" Reid has built a massive robot turtle factory floor model with working conveyor belts and whatnot and he's put a couple of small screens in the back wall. This is the corporate promo film that plays on them when the model is on display at a show. It's not really meant to work as a standalone film.
Is it just me doing this now?
I remade this old Lego Space ad using more modern building techniques as a birthday present for Pete this year.
Is it just me doing this now?
No, I'm just very busy with school and work. I do have something in the works, but don't hold your breath.
I actually just took an intro to animation in Maya so I might mess with a bit more CGI stuff, here are the more interesting assignments from class, we were never actually taught how to render (as I guess that is not actually important for most character animators) so these are the playblastes of the animation.
*BUMP*
I'm slowly moving to the more accessible Blender, despite its confusing controls. I rigged and animated this mech frame, added some noise and step f-curves to give it a bit of stop-motion jitteryness. Thoughts on how it looks?
Looks great, the stop motion jitter is working really well for me. The 12fps one seems most natural.
The 12fps looks good, but the others look too shaky to me.
The thing about it is, if someone is talented enough to effectively animate an upright walking rig like that, they probably are able to make it not jitter as much. If there are flaws, it would be in the easing and the syncing of the limbs instead of unform jittering causing the errors. It just seems too smooth in the animation but too flawed in the jitter. Instead of animating a smooth walk cycle like one would do in a CG program, animate it more frame-by-frame or add more keyframes so it looks more stop-mo and less computer generated.
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