Well done everyone.
I know it's been hard spending time uploading your work to this blog, but I'm glad you all persisted with it and I hope you all got something in return.
There has been some really impressive work presented here and you've all shown a great understanding of modeling and general 3D processes.
Unfortunately I will be away for your Masters Show...I'll be having a few beers on a beach in Australia!
Anyway, I hope the show goes well, good luck with everything and make sure to keep in touch.
cheers
Andrew
Tuesday 11 September 2007
Monday 10 September 2007
Final MA submission
Hi All,
Just thought I would follow Phil's example and post the piece that I handed in on Friday. Pretty happy with it, although there are a few things that I will be amending, such as the square bicep...........I did actually fix that, and then accidentally pressed the wrong button in ZBrush which messed everything up when I tried to render it, so I will do that again. So here is my "One man and his dog":
As Phil has already said, congrats to everyone on finishing and best of luck for the future. Also, thanks again to Andrew, whose advice has been invaluable!
Cheers,
Dan
Just thought I would follow Phil's example and post the piece that I handed in on Friday. Pretty happy with it, although there are a few things that I will be amending, such as the square bicep...........I did actually fix that, and then accidentally pressed the wrong button in ZBrush which messed everything up when I tried to render it, so I will do that again. So here is my "One man and his dog":
As Phil has already said, congrats to everyone on finishing and best of luck for the future. Also, thanks again to Andrew, whose advice has been invaluable!
Cheers,
Dan
Saturday 8 September 2007
Philip Pendlebury - Final Masters Model
Hey Andrew and fellow tired geeks!
wow time flys.
Here are some screenshots taken for the handin..
Apologies for not really posting over the last weeks, my head has been down and its not come up until now. Missed out of some good advice im sure. We handed in yesturday and im still in abit of a daze! the two images were subitted for the project and show where i had got to in the modelling.
This was all rendered in zbrush, and i didnt manage to get the displacements working in xsi in time, so that is my next challenge ready for the show. I also want to work into the texture more, plus sort out a number of sculpting issues with both the armour and the characters body.
I will post a turntable here once these niggles have been sorted :)
Andrew, thanks for all the time and advice you have given over the weeks, its been extrememly helpful and muchly appreciated. Ive herd that you wont be attending our Masters show, which is a shame as i wanted to give my thanks in person rather then over the internet.
well,
All the best,
and Well done everybody !!!!!!!
Phil.
wow time flys.
Here are some screenshots taken for the handin..
Apologies for not really posting over the last weeks, my head has been down and its not come up until now. Missed out of some good advice im sure. We handed in yesturday and im still in abit of a daze! the two images were subitted for the project and show where i had got to in the modelling.
This was all rendered in zbrush, and i didnt manage to get the displacements working in xsi in time, so that is my next challenge ready for the show. I also want to work into the texture more, plus sort out a number of sculpting issues with both the armour and the characters body.
I will post a turntable here once these niggles have been sorted :)
Andrew, thanks for all the time and advice you have given over the weeks, its been extrememly helpful and muchly appreciated. Ive herd that you wont be attending our Masters show, which is a shame as i wanted to give my thanks in person rather then over the internet.
well,
All the best,
and Well done everybody !!!!!!!
Phil.
Tuesday 4 September 2007
Demo Reel Advice
Hey Dan
Good question!
- Keep everything SIMPLE, no fancy camera moves, no out of the box effects.
- Only show your BEST WORK (don't put work on just because you have it)
- Don't show a model or sequence twice. Allow enough time to show what you need without boring the viewer, but never show it again later on just to fill in space. If people want to see it again, they know where the rewind button is.
- Adapt your reel to the skillset you want to apply for. eg: modeling, vfx, rigging.
- Make the first thing on your demo reel the best thing they see.
- Don't add a credit list that says Jo Bloe - Director, Jo Bloe - Animator, Jo Bloe - Sound Engineer, Jo Bloe - Idiot...
The best way to show a model is to do a turntable. This is not always the case, but it is easy to view, simple and this is the way you will show your work on a daily basis at most jobs.
- Start with a rendered wireframe (one sided mesh)
- An ambient occlusion style render (with displacement if available)
- Finished model (textured/shaded/lighting)
You can break the textured/shaded/lighting one up separately, but it will probably look better on a single still frame.
Feel free to add a checker board texture to the turntable render, maybe after the wireframe. Make sure it looks nice though. There is nothing worse than seeing a model which has a contrasting tile pattern repeated 1000x creating a flickering effect.
If you don't want to show a checker, then you can just as easily edit in a snapshot of your UVs.
Most importantly, resist the urge to do a dozen turns on the turntable. Judge it yourself but don't make it too long.
A couple of other things to remember...
The person watching your demo reel will be very busy and if they are actively hiring they will have a mountain of DVDs to watch. It's brutal, but you can usually tell someone's ability in the first 3 seconds of a demo reel. Show the viewer something that makes you stand out from all the other students! Show that you understand how to model a character and why you chose to do displacement in certain areas instead of bump. If you want a job in VFX, then try to recreate a real world object and show the reference images you used. If you want to do feature animation work, then create a stylised real world object or character.
Remember that the person hiring is going to have a good idea of what to expect from a student, regardless of prior job experience or other artistic skills. So don't feel obliged to put heaps on your reel. I have probably already told you, but I hired a person whose reel was less than 30sec long. It contained a single turntable of a model accompanied by a list of his previous jobs and a nice resume. On the other hand, I have lost count of the amount of demo reels I've received which don't even show any modeling on them...you can guess where they ended up!
I hope that helps!
Keep it simple, keep it short, keep it looking professional...
cheers
Andrew
Good question!
- Keep everything SIMPLE, no fancy camera moves, no out of the box effects.
- Only show your BEST WORK (don't put work on just because you have it)
- Don't show a model or sequence twice. Allow enough time to show what you need without boring the viewer, but never show it again later on just to fill in space. If people want to see it again, they know where the rewind button is.
- Adapt your reel to the skillset you want to apply for. eg: modeling, vfx, rigging.
- Make the first thing on your demo reel the best thing they see.
- Don't add a credit list that says Jo Bloe - Director, Jo Bloe - Animator, Jo Bloe - Sound Engineer, Jo Bloe - Idiot...
The best way to show a model is to do a turntable. This is not always the case, but it is easy to view, simple and this is the way you will show your work on a daily basis at most jobs.
- Start with a rendered wireframe (one sided mesh)
- An ambient occlusion style render (with displacement if available)
- Finished model (textured/shaded/lighting)
You can break the textured/shaded/lighting one up separately, but it will probably look better on a single still frame.
Feel free to add a checker board texture to the turntable render, maybe after the wireframe. Make sure it looks nice though. There is nothing worse than seeing a model which has a contrasting tile pattern repeated 1000x creating a flickering effect.
If you don't want to show a checker, then you can just as easily edit in a snapshot of your UVs.
Most importantly, resist the urge to do a dozen turns on the turntable. Judge it yourself but don't make it too long.
A couple of other things to remember...
The person watching your demo reel will be very busy and if they are actively hiring they will have a mountain of DVDs to watch. It's brutal, but you can usually tell someone's ability in the first 3 seconds of a demo reel. Show the viewer something that makes you stand out from all the other students! Show that you understand how to model a character and why you chose to do displacement in certain areas instead of bump. If you want a job in VFX, then try to recreate a real world object and show the reference images you used. If you want to do feature animation work, then create a stylised real world object or character.
Remember that the person hiring is going to have a good idea of what to expect from a student, regardless of prior job experience or other artistic skills. So don't feel obliged to put heaps on your reel. I have probably already told you, but I hired a person whose reel was less than 30sec long. It contained a single turntable of a model accompanied by a list of his previous jobs and a nice resume. On the other hand, I have lost count of the amount of demo reels I've received which don't even show any modeling on them...you can guess where they ended up!
I hope that helps!
Keep it simple, keep it short, keep it looking professional...
cheers
Andrew
Monday 3 September 2007
General Showreel Advice!
Hi Andrew,
Cheers for the feedback. Will try and sort out those two issues, although it might have to be a post hand-in tweak.
I was just wondering what sort of thing you guys in indusrty would like to see on a modelling showreel? At the moment I am planning to show a wireframe, a lambert with ambient occlusion turn and obviously the fully textured model. I have had some conflicting advice as to whether to add in a checkerboard turn as well.
I am sure that all the other modellers would be keen to know what you would suggest as it is coming up to that sort of time.
Many thanks for all your help over the last two terms.
Cheers,
Dan
Cheers for the feedback. Will try and sort out those two issues, although it might have to be a post hand-in tweak.
I was just wondering what sort of thing you guys in indusrty would like to see on a modelling showreel? At the moment I am planning to show a wireframe, a lambert with ambient occlusion turn and obviously the fully textured model. I have had some conflicting advice as to whether to add in a checkerboard turn as well.
I am sure that all the other modellers would be keen to know what you would suggest as it is coming up to that sort of time.
Many thanks for all your help over the last two terms.
Cheers,
Dan
AM - Biker Dan
Hey Dan
This is looking great.
Two simple tweaks I would suggest:
- Adjust the shape of his left bicep near the elbow crease. The lighting shows that the muscle is looking a little too square. A small adjustment here will go a long way.
- Make sure the denim jean material rests flush with the skin of the biker above the hole on his right knee. At the moment there is a gap creating a deep shadow and a floating appearance.
It's always a good sign if the comments are this minor!
cheers
Andrew
This is looking great.
Two simple tweaks I would suggest:
- Adjust the shape of his left bicep near the elbow crease. The lighting shows that the muscle is looking a little too square. A small adjustment here will go a long way.
- Make sure the denim jean material rests flush with the skin of the biker above the hole on his right knee. At the moment there is a gap creating a deep shadow and a floating appearance.
It's always a good sign if the comments are this minor!
cheers
Andrew
Monday 27 August 2007
Dan - Biker WIP
Hi All,
Just been mucking around with lighting and textures for a while so I thought I would put up a bit of a work on progress. The lighting is not final but I do think that I would like to keep it on the darker side..........for me it just seems to work for the character. All comments and crits would be much appreciated.
Cheers,
Dan
NB. Obviously, there is no dog in these images yet.........that is kind of my next step. I have also decided to sack off Final Gathering for this render as it is taking too long and the results are pretty average.
Just been mucking around with lighting and textures for a while so I thought I would put up a bit of a work on progress. The lighting is not final but I do think that I would like to keep it on the darker side..........for me it just seems to work for the character. All comments and crits would be much appreciated.
Cheers,
Dan
NB. Obviously, there is no dog in these images yet.........that is kind of my next step. I have also decided to sack off Final Gathering for this render as it is taking too long and the results are pretty average.
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