Mercenaries Remake
#1
Posted 28 January 2014 - 01:02 PM
Spent 2 days reusing the assets from another project to put this together.
#2
Posted 28 January 2014 - 01:33 PM
#3
Posted 28 January 2014 - 01:41 PM
#4
Posted 28 January 2014 - 01:55 PM
Well Done sir
Edited by JFlash49, 28 January 2014 - 01:57 PM.
#5
Posted 28 January 2014 - 01:57 PM
JFlash49, on 28 January 2014 - 01:55 PM, said:
Haha, thanks. No sleep though, I like to do that for some reason.
Ghost Bear's Legacy is next since it's pretty simple. Probably won't redo MW2's intro for a while since I already did a Cel Shaded version a while back.
I'd make my own original one but after going through literally dozens of failed attempts, primarily from lack of decent audio, I'm burnt out on that for a long time.
MW3 and MW4's cutscenes don't really interest me that much in terms of redoing them since there's not much I'd change about them. I may try MW4: Mercs intro to give it an actual CGI intro sometime, but that's about it.
Edited by Kilroy, 28 January 2014 - 02:18 PM.
#6
Posted 29 January 2014 - 12:49 PM
#7
Posted 29 January 2014 - 04:29 PM
Also one point of critique i'd like to give in regards to the animation. the mechs don't look and feel like they have any weight to them. they are running very fast, and weigh several tons but there is no give in your animation.
the walk cycle looks like it goes from static pose to static pose rather than a fluid motion.
I'd recommend you take a look at this example from richard Williams animators survival kit. (its an awesome book i recommend you read it if you're serious about animation.)
in your animation your mech's pelvis go from zero position. to up position during the stride and back to zero position when the step is done. however they don't seem to go down before going up. this tiny change improved the feeling of weight in my walkcycles considerably.
here's an example of it applied to my marauder (this video is already several months old i've improved it since then but it should give you an example of what i mean.)
note i'm not trying to bash your work i'm merely trying to help
Edited by Sentinel373, 29 January 2014 - 04:31 PM.
#8
Posted 29 January 2014 - 08:47 PM
Sentinel373, on 29 January 2014 - 04:29 PM, said:
Also one point of critique i'd like to give in regards to the animation. the mechs don't look and feel like they have any weight to them. they are running very fast, and weigh several tons but there is no give in your animation.
the walk cycle looks like it goes from static pose to static pose rather than a fluid motion.
I'd recommend you take a look at this example from richard Williams animators survival kit. (its an awesome book i recommend you read it if you're serious about animation.)
in your animation your mech's pelvis go from zero position. to up position during the stride and back to zero position when the step is done. however they don't seem to go down before going up. this tiny change improved the feeling of weight in my walkcycles considerably.
here's an example of it applied to my marauder (this video is already several months old i've improved it since then but it should give you an example of what i mean.)
note i'm not trying to bash your work i'm merely trying to help
Thanks, I actually have that exact book. Guess it's been longer since I've done anything with much effort than I thought.
This should be an improvement.
Edited by Kilroy, 29 January 2014 - 08:48 PM.
#9
Posted 29 January 2014 - 08:56 PM
#10
Posted 29 January 2014 - 09:18 PM
#11
Posted 30 January 2014 - 04:06 AM
Kilroy, on 29 January 2014 - 08:47 PM, said:
Thanks, I actually have that exact book. Guess it's been longer since I've done anything with much effort than I thought.
This should be an improvement.
Yes much better. one more note though. try making the feet angle down when the foot leaves the floor and then angle up just before they hit the ground. it adds a sense of anticipation and also makes the steps a bit more powerful.
like this. http://img585.images...85/6900/vki.gif
#12
Posted 30 January 2014 - 04:19 AM
good work
#13
Posted 30 January 2014 - 09:20 AM
Kilroy, on 29 January 2014 - 09:18 PM, said:
you know your work is fun to see. some of the projects give that story board effect. Cool thing is I like story boarding. More comic booky.
#14
Posted 31 January 2014 - 10:19 AM
Edited by Nakamura Takeshi, 31 January 2014 - 10:19 AM.
#15
Posted 31 January 2014 - 10:46 AM
#16
Posted 01 February 2014 - 01:14 AM
#18
Posted 01 February 2014 - 10:47 AM
I think either the Mercs ending, or one of the clan intros will be next.
Edited by Kilroy, 01 February 2014 - 10:48 AM.
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