I wanted to be cool too, so heres my gallery/ portfolio. A lot of these renders are of out of date animations, but I figure thats the point of a portfolio, to show how i've improved and changed. So heres my shit.
G36c reload model by.. someone. Im honestly not sure where i got this. The fp rig is cod4s.
Smith and Wesson 500 the model and skin are by snaf. Now, i know someone is going to bitch, so im going to say this now. I know that during firing and reload the cylinder doesn't spin, and in the reload the same shell is stuck in the same hole and dissappears. Now, this is something I solve with an ammunitions animation. This makes the game automatically spin the cylinder and remove/add the bullets, but it isnt visible in the render. So please don't get on me about that.
This isn't even nearly half of my total anims, but I think these are probably my coolest ones
Cod4 p90 model and fp rig, i animated them to the best of my givadamn.
I did something semi-new, a single shot animation annnnd a full auto fire anim, showing rise due to recoil and everything. also did some ironsight "zoom" animations. enjoy
Halo 3 M6G animations I dun did.
And since youtube decided to cut off my vid in the last few milliseconds, here is a gif of the reload.
Didn't get a lot of crit, so posting this here too for the sake of this being a fuller collection.
Engie is the best class, if you disagree you are wrong.
January 17th, 2009, 12:04 PM
Geo
Re: [GALLERY] ICEE's valiant attempts
Bahdadada I'm lovin' it. damn im hungry now
January 17th, 2009, 12:08 PM
ICEE
Re: [GALLERY] ICEE's valiant attempts
thanks. yeah I don't know what the deal is with some of the gifs not looping.. Will fix it later
January 18th, 2009, 12:17 AM
Advancebo
Re: [GALLERY] ICEE's valiant attempts
Is the striker and the reaver from that brute shot variants concept?
January 18th, 2009, 12:27 AM
Heathen
Re: [GALLERY] ICEE's valiant attempts
Good stuff....
January 18th, 2009, 06:57 AM
teh lag
Re: [GALLERY] ICEE's valiant attempts
Something your style seems to be lacking overall is a certain amount of rigidity - it's starting to develop (especially in the Striker, which I think is your best anim posted) but it needs to be more pronounced. Maybe rigid isn't even the right word... definition would also work. Your anims just often seem to be free-flowing from place to place without any real purpose.
You also need to get a way to keep the animation "moving" without making it actually move. The sections that occur where nothing is "happening," such as between mag out and mag in on a reload, need to have *subtle* motion, especially if the position of the gun won't change much overall.
January 18th, 2009, 10:10 AM
Roostervier
Re: [GALLERY] ICEE's valiant attempts
You're stuff is getting pretty good, but a word of advice when rendering animations: add a few more frames of the origins in, it gives it a better look of what we'd see in-game. And it's just nicer to look at.
January 18th, 2009, 01:15 PM
ICEE
Re: [GALLERY] ICEE's valiant attempts
Quote:
Originally Posted by teh lag
Something your style seems to be lacking overall is a certain amount of rigidity - it's starting to develop (especially in the Striker, which I think is your best anim posted) but it needs to be more pronounced. Maybe rigid isn't even the right word... definition would also work. Your anims just often seem to be free-flowing from place to place without any real purpose.
You also need to get a way to keep the animation "moving" without making it actually move. The sections that occur where nothing is "happening," such as between mag out and mag in on a reload, need to have *subtle* motion, especially if the position of the gun won't change much overall.
Thanks, Thats really helpful criticism. I really appreciate it. I'll actually have a vid I want you to look at later today if you would.
Quote:
Originally Posted by Advancebo
Is the striker and the reaver from that brute shot variants concept?
indeedlies. The names are totally made up though
Quote:
Originally Posted by flyinrooster
You're stuff is getting pretty good, but a word of advice when rendering animations: add a few more frames of the origins in, it gives it a better look of what we'd see in-game. And it's just nicer to look at.
Ok, thanks I'll do that in the future. I considered adding more frames to the end of the anims when I was rendering, but I was already half done and couldnt be assed into going back and re-rendering and re-giffing all of them. it took a while in the first place
Crit please. Some issues I know about are that the right hand slips just a little bit at points in the anim. Also, the bolt is a little slow to return to its position. Please don't mention these little details, thanks :)
Oh and I'm not sure why the arms are so bright. I did try to fix the shaders, but I'm not that knowledgable about this sort of thing. If you can help with that, please do. +reps will be in order