The electronics in your 3D stills lacked wires. Looked amazing apart from that lapse in realism.
Your animation shows a lack of familiarity with film direction or camera work. Yes, it would take more work, but animation works best when it mimics real-world camera work and editing. Don't use extended long takes that just move around because it's easy to do that with the computer.
Look at the Toy Story and compare it to Wall-E. Toy Story is a very entertaining film, but the cinematography on Wall-E blows it away completely, because Pixar aimed to emulate real-world cameras specifically. Some of Pixar's older shorts are even better examples of the pitfalls of stale computer camera work. Check out "The Adventures of André and Wally B." if you've never seen it. It was a technical feat at the time, but the camerawork on it is just not as interesting as it could be. It's almost as though they made it on the fly without storyboarding it.
Basically, work your camera like it's a real camera and edit the video like you would edit a video featuring live actors. The acting itself in the animation seems good, but it would be nice to see some animation with a higher-end look to it.
ps if you're giving out these things to prospective employers, you might do well to not use email addresses like "Darkshark9". Internet handles are OK in casual settings, but it's not very professional. And Katie. Who is Katie? You might think things like that would skate by without anyone seeing, but to have something like that in something you're giving to prospect employers is also not exactly the most professional thing ever.
The electronics in your 3D stills lacked wires. Looked amazing apart from that lapse in realism.
Your animation shows a lack of familiarity with film direction or camera work. Yes, it would take more work, but animation works best when it mimics real-world camera work and editing. Don't use extended long takes that just move around because it's easy to do that with the computer.
Look at the Toy Story and compare it to Wall-E. Toy Story is a very entertaining film, but the cinematography on Wall-E blows it away completely, because Pixar aimed to emulate real-world cameras specifically. Some of Pixar's older shorts are even better examples of the pitfalls of stale computer camera work. Check out "The Adventures of André and Wally B." if you've never seen it. It was a technical feat at the time, but the camerawork on it is just not as interesting as it could be. It's almost as though they made it on the fly without storyboarding it.
Basically, work your camera like it's a real camera and edit the video like you would edit a video featuring live actors. The acting itself in the animation seems good, but it would be nice to see some animation with a higher-end look to it.
ps if you're giving out these things to prospective employers, you might do well to not use email addresses like "Darkshark9". Internet handles are OK in casual settings, but it's not very professional. And Katie. Who is Katie? You might think things like that would skate by without anyone seeing, but to have something like that in something you're giving to prospect employers is also not exactly the most professional thing ever.
I agree with all of this (except the wires part, I can't add in wires, my employer won't let me haha.), and I've learned a ton about camera work over the last year, especially after getting a job as an animator. I'm definitely no director however, and generally good camera work in 3d space is still something of a weak point for me.
As for the last few comments, I don't really need to send anything out to potential employers at this time, and those animations were some of my first finished pieces, so yeah, they pretty much suck haha. My next portfolio won't really be focused on animation as much, I'm trying to get into the field of Film VFX, which I feel like I could excel at, and I have a family member who could definitely get me a job in the industry when I'm ready.
Here's a shot I've been working on for the last few days, it's by no means finished at all, I've got a lot more to do to it, but it's getting there.
I can definitely change up the lighting on the tree, and was planning on it anyway.
Still need to adjust lighting conditions on the entire shot, stabilize the rock's movement, remove the real rock from the final toss, add in some sort of energy charge up animation to the rock, so there's reason for it to be exploding, mask off parts of the larger tree near the explosion, add in a blast wave of smoke/dust, add in the visible rock projectile for the couple of frames the rock is flying towards its target.
Aside from that list, anything that looks like it needs tweaking or changing?
Looks much better, but I think the ending tree part would look more realistic if we saw more... idk what the term is... "light-blur" shining through the outline of the tree.
aka the outline of the tree is too defined against such a bright explosion, where I would expect to see some kind of lightblur diffusion. furthermore, the moving light of the explosion against the static light (i.e. the light on the tree doesn't move/flicker) holds it back, as well.
That damn tree! I could probably make an alpha mask in photoshop for it to let the light shine through and track it to the scene motion, but if that doesn't work, then I'm out of ideas and the tree will have to stay as is, because I don't want to make a 3d tree rofl.
No comments about the first half? I was weary about adding the lightning stuff.
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