Tuesday, October 6, 2009

Blogging for the good of all animation!

Hey Everybody!

Welcome to my blog for AIMN Animation. We're gonna try this out first with Advanced 3D Modeling and responses to the "Thinking Critically about 3D Modeling" presentations.

Please post your responses to the presentations below.

Thanks!

sp

72 comments:

  1. Tony gave us some good examples in his presentation. I really like angelina jolie model it really looked photo realistic.

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  2. Here's the link to the model site. http://www.c4dcreations.com

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  3. Dave did a great job at pointing out the little errors in the watch model. He showed that he was very knowledgable of 3d models. The website he found appears to be very helpful as well.

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  4. We had some good presentations today with the train scene, Frieza, and toy soldier model. The train scene had insane amounts of detail, the toy soldier had a nice clean mesh, and I like the way Frieza was made more realistic and rendered really well. For everyone working on their inorganic model I would recommend using the website: www.the-blueprints.com. You can get really precise details and measurements of all sort of objects.

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  5. Here is the site for the artist that did the Frieza model I presented http://www.munozvelazquez.com/

    Also here is the site with the turn about models. Take a look they have some awesome models! http://www.pixologic.com/

    For those of you who didn't get to check out the Cell character model that this artist also did, here is a link http://forums.cgsociety.org/showthread.php?f=132&t=806481&page=1&pp=15

    How cool would it be if this artist did a show down between Goku and Frieza or Cell! It would be... beautiful!

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  6. I puled my examples form Sam Beattie's protfoio page and form CGSocitey

    http://www.samuelbeattie.com/?page_id=634
    http://largil.cgsociety.org/gallery/

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  7. Here is the link to the wolverine model that I presented. Overall, good process.

    http://en.9jcg.com/comm_pages/blog_content-art-144.htm

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  8. Awesome link to the making of a soldier/hunter like robot guy.... The site also has many other great finds for "how to tutorials" on 3d modeling.

    http://en.9jcg.com/comm_pages/blog_content-art-147.htm

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  9. Here is the site where I got my models from and I quote from it.. about that water splash..

    Water Splash: “This is a personal exercise using sculpt tool and bridge tool of modo”

    and here's his site...

    http://www.luxology.com/community/profiles/gelmi/

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  10. Okay. Welcome to a new quarter. The AIM Spring 2010 quarter.
    Like most things that require regular updating, I haven't exactly been all on top of this blog, but for you guys, I'm willing to discipline myself.
    So after I get done self-flagellating, I'll post some more interesting things on here.
    And you should, too. In fact, I'm going to require it from you all in Advanced 3D Modeling.

    So there.
    But I'll explain that in class.....

    See you there!

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  11. Hey! Laura Hohman here! Here is the link for my presentation.

    Images: http://www.rise3d.com/site/Gallery.html#8

    Video: http://youtube.com/watch?v=hKu_8420SkQ&feature=related

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  12. Dave Tran's presentation was good, but I disliked the model and the style in which it was presented. The texture muddled the modeling, and seemed like a video game character. The modeling itself was ok, but there were some major problems (edge flow, density).

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  13. This is Derek Carter's Modeling Reel.

    http://www.youtube.com/watch?v=jWW_tPqq9Fw

    -Dave Tran

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  14. Dave's presentation was good, but I think the guys reel doesn't really show enough to say he can do more than one thing. However, I think the modeling on the demon guy is better, but the texturing on the girl is better. So I guess if you combined the two you would have one good character, but otherwise they each have a pitfall.

    Laura's was better, the modeling was good and the topology was pretty good, except for the poles thing. The second reel we were shown was really nice. It showed his skills in many areas and really sold his skills as a package and a reason for why he should be hired.

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  15. I think both Laura and Dave chose interesting models.

    Laura's was on a more professional level that did have some problems with the topography but it looked clean overall. It would have been nice to see some textures on it, but since this is a modeling class I chose not to get into that. I felt that the model was a little inaccurate as far as proportion went but after measuring it seemed to line up. Perhaps itwas the clothes or the torso that seemed misplaced or enlongated? I don't know, maybe I'm crazy!

    Dave's models were a good example of 'needs improvement' modeling. Both of them really served no purpose and the second one (fantasy girl with revealing backside) was a nightmare as far as the wireframe went. I question if the model was purchased and he/she just wanted to show off his texturing skills? The texturing made the model look ALOT better, but this can be said for any model...remember when we heard "Lighting can make any crappy model look good?" same thing here, texturing really saved this model.

    -Andrea Puro

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  16. I feel that the artists that both presenters today were good examples of people that had some strong points as well as some weaker points that could have used some improvement.

    I feel that the model Laura used as her example was of a higher overall quality. The topology was fitting for the type of animation it probably would have been used for, having denser edgeloops where a joint would need to bend. The face, like Laura pointed out, would only be able to have limited animation done to it as the edgeloops didn't exactly follow contours they should have or weren't dense enough to animate smoothly. The design of the character itsself seemed pretty cliche, I've seen many models of military characters and they all start to look the same. This model was no exception.

    The artist Dave decided to present seemed to have more strength and knowledge with texturing than anything else. The models didn't seem to serve any sort of practical use, I don't think they're there for much more than to look at. Topology of the female fantasy character was a shambles, edgeloops didn't follow contours in a way that would allow the model to be animated smoothly. I can easily see the model crinkling up on itsself. The model of the demon on steroids was much better in terms of topology and had the potential to be animated. The artist definitely showed skills with his texturing but when it was combined with the details that were added with Z-Brush, everything became muddled, making the model less appealing.

    ~Danielle Loos

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  17. Well put, all of you, or at least all of you who responded.
    And nicely done Laura and David. The models and the artists you chose to present to us were interesting examples of what we think of as "good" modeling.
    Indeed, they were good, but how do they fit in with the larger picture of professional modeling? And what can they tell us about how to position ourselves to succeed in CG?

    I would like EVERYONE in class to respond on the blog because there is so much that doesn't get said in class.
    The response form that is on the web page should be used as a prompt for discussion.

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  18. Laura Hohman's presentation of Cheng's models was nice. The general models that he had were pretty well established in that they have plenty of polygons for the stylized models he was going for. The utilities for most of these models could be used for short film and video games.

    For the most part, they are good models at best, but until we find out which model is used and for what purpose. Otherwise, one can't specifically know without actually talking to the artist personally.

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  19. Ben K's Jesper Lundorg's demo reel is impressive. The models themselves cannot be analyzed in further detail due to the finish of each product shown; which is expected of professional demo reel's.

    The model's move fluidly to show that they are animatable, so it is safe to assume they are at least animation friendly.
    -----

    Thomas T's showcase of the Massive Black reel displays several great creature designs, as with many of the Massive Black group. Again, the models are placed in animation so to actually to see the 3d models, one would have to consult the artists work on a more personal level or an open interview.

    Not much information on the topology of each model, but again, these models are animatable, so it's safe to assume that they are good models; no spiking/collapsing geometry.

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  20. Jesper Lundborg's work is incredible! The lighting is beautiful and the attention to tiny, minute details is spot on. It's unfortunate that none of his mid-production work was availiable to view, but it's safe to assume his work was modeled well; at least for the output he was creating them for.

    I can tell by Massive Black's models that they are indeed low poly and ready for the in-game animation they were intended for.

    -Emily Olmstead

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  21. Demo Reel for Massive Black Company in the gaming industry
    I agree that it was a good example of efficient modeling and seeing the animation was a plus, very smooth. After all this is the epitome of what we all need to keep in mind when we model. You can have a greatly detailed model but if you computer can’t render it out due to overly high poly count then there is no use.. you failed!

    Ben K.
    Jesper Lindborg demo reel (show a client’s product in a television spot) had a different spin on how it was presented, lack of turntables was refreshing to see, and the example of the boxer in small amounts of motion was nice rather than him being still.
    It didn’t have a clear understanding of what the model and poly build looked like, although you can imagine it was done rather well by the way the animation was done.

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  22. Tom's choice was very good, it showed great manipulation of topology to make their rigs very animatable even though they have a low res mesh. This is great for games and works well for the models they showed.

    Ben's was a good overall demo reel, but I couldn't really pinpoint what some of the models were used for, I also didn't get to see their topology so I can't comment on that. They did however look good and were very well modeled from a purely aesthetic sense.

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  23. Ben's artist reel that he presented was quite impressive. It's very successful in grabing peoples attention and demonstrating his abilities. It also shows work he is able to do for commercials and advertising, which could potentially lead to him being hired. For the sake of thinking critically about whether this reel does what it's supposed to, I believe it succeeds. A demo reel is made to show employers what you can do and to generate work. The animations he included are definitely attention getting and appealing.

    Tom's presentation of Massive Black reels demonstrated a very specific focus: low poly models with high quality texture functional for video games. First off, the models looked great. I dont' feel that seeing the topology is especially important; we saw the models in motion and fully textured and they looked great. That's all a video gamer is going to want to see and the low poly count is appealing for video game producers. This reel that Tom presented demonstrated amazing skill of the company's artists and their ability to produce these functional models.

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  24. BK's example was hard to tell whether or not the modeling was good, but from what I did see, when he animated the models, they didn't deform as they were animated, so from that, I assume they were modeled alright. The reel itself was really impressive.

    TT's was interesting but it was hard to tell what was the model, and what was the texturing. The models seemed successful, assuming they are low poly, because I wouldn't have been able to tell.

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  25. Hello, it's me today. Here's the model I chose for my critical thinking:

    http://www.zbrushcentral.com/showthread.php?t=078374

    -Emily Olmstead

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  26. Emily O.
    Great examples of models, low/high breakdown in texture mapping parts.
    Displayed well on the web. Good for telling everyday people, or protective employment
    Well rounded, modeling/lighting/textures

    John C.
    Artist Ryan Dunne
    Like the small detail to animation (eye) would like to see more subtle movement.
    Nice break up of subjects. Going from fantasy to real portrait models. Able to texture both is shown nicely.

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  27. Emily-

    The model was really good. Low-poly high detail was achieved well. I liked how he shows his whole process from start to finish and the work it's based off of. The topology is very clean and should animate well. Great job all around.

    John-

    I liked his variety of work shown. It shows his ability to do realistic and fantasy work which is good to sell his range of ability. He's able to control his topology well and uses an appropriate level of detail in his models.

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  28. The example Emily used demonstrated amazing ability to achieve a character model that's appealing and appears to have a lot of detail but is actually a low resolution model. The topology was admirable, it was clean, not too dense, and looked as though it would work in an animation. Overall I think the artist succeeded in testing his ability to produce a detailed low-polygon model.

    The examples that John presented from Ryan Dunne demonstrated not only the style that seems to represent him, but also evidence that he can do other styles and subjects as well. His demo reel illustrates his eye for creative design as well as his mastery of topology that can be animated.

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  29. Emily Olmstead

    Work Presented: Showed a single model that attempted to get high quality details on a low poly model.

    Modeler: Rafael Grassetti

    The model definitely showed that it achieves high poly look with a low poly count. The modeler showed the entire process from the wireframe to the texture breakdowns. The topology was very clean and effectively done.

    -------

    John Christensen

    Work Presented: Demo reel of a modeler consisting primarily of high poly creature designs as well as a realistic head model.
    Modeler: Ryan Dunne

    Very nice, highly detailed models. Personally, I did not care for the creature designs, but the work was good nonetheless. The demo reel showed that the artist could not only do creatures, but is able to do realistic human models as well. Having this included really helped with breaking up the creature heavy reel somewhat.

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  30. Emily showed us a low-poly model that displayed how intense and clear a character can be with some great texturing. It makes me wonder exactly how I can apply this to my models to make them look near realistic. In my mind I find it difficult to engage that a grey plainscale looking 3d object can pop out at you, all because of the textures. We were shown a fair variety of models, wireframes, and even texture unwrappings to see how he went about creating this cyber-girl.
    Overall I believe it was a well done presentation, it would have been a little bit nicer to know more about the artist, but we can't expect everything because of the large number of freelance artists.

    John presented to us the work of Mr. Dunne, who had a few different examples of his work. I feel if he would have focused on one model it would have been easier to really critique it. The two models that stood out to me (and the class it seemed) were the octopus and female face. I'd have to say it's refreshing to see a female face, or even a male face. Something that isn't covered in heavy armor, space kits or sci fi accessories is actually more appreciated than one would think. yes, it would be a challenge to do the sci fi beings but really we should consider what an audience would like to see. You can only see so many dungeons and dragons before they all look the same. I have to appreciate Mr. Dunne for placing the female in the middle, which did seem to add an odd balance to the demo reel, though a pleasant one. Overall it was nice to see that he was infact an AI graduate and has worked for larger companies before. Not just another freelancer this time! Kudos.

    -Andrea Puro

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  31. Emily's model was really successful. They showed the process really well, and I believe that if this was used in a gaming situation, it would work well. The edge flow was good for the anatomy, and I was impressed at the level of detail achieved with the normal/displacement map.

    John's demo that he showed was interesting. I'm not of big fan of that style of the industry, but I can see the potential in the models. I am also very glad that he put the human face into the reel, it showed variety and versatility. Didn't really see the wireframes very well, but I would assume, because the octoman was rigged and animated, the topology was appropriate (otherwise there would have been pinching/warping). I also really enjoyed the slight animation to the turntable as a way to spice it up. The textures were really successful in adding depth and interest to the model, without taking away from the form (like the fantasy reel we saw last week).

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  32. My chosen artists website:

    www.ryantaylor3d.com

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  33. Samantha's artist has some interesting models, he shows he's good at modeling and rendering. I liked how he had some of them animated a little. It adds some life to the characters as they are shown off. I also liked that he shows some of his process. It's nice work, that has some nice fantasy to it.

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  34. Tyler's models seemed like they were good examples of modeling. There was a good mixture of whimsical as well as realistic. And those that are fantasy, were unique, and not cliche. The wire frames were surprisingly low poly, and the displacement maps did a lot to add to the models. I really liked his website.

    Sam's examples were really awesome. I enjoyed seeing models that were intended for illustration as well as animation. The wireframes look logical, and the characters themselves were original and very appealing. You could easily see his work experience in his work. I really enjoyed this demo and website.

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  35. Emily showed something that I've seen somewhere before. Marc showed impressive work through his model with efficient topological skills. Good character overall.

    -----

    John's model person showed a great example of how to set up a nice demo reel. Minimal animation but it was well composited. Octopus person was pretty sweet.

    -----

    That artist Tyler's artist shows prominent skill in his field as a modeler. Ryan is a great example for low poly modeling with high res texturing.

    -----

    Samantha showed a real professional. Not much can be said besides that he is skilled in his field. He showcased a lot of things in his demo reel, but is that a good/bad thing?

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  36. Tylers artist had some models that were well done; the reason I say this is because of the way the polygons were used in the models. The polygonal edge loops were very clean and had a low-poly count that wold lend themselves well to what they were intended for. I also agree with Tylers comment that the way the artist used the turn-around platform as a part of the environment the character was in, was a nice thing to see instead of it being a bare platform.

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  38. The artist Samantha chose to preview for class, had a style to his models that I really appreciated. They weren't your typical fanstasy looking creatures. The characters had a lot of appeal to them, I thought. The way the artist used their edge loops was pretty efficient as well.

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  39. The artist Tyler presented demonstrates a wide range of modeling ability. At first it was difficult for me to decide what his focus was whether it be game models, texturing, or what but the fact that his portfolio includes so many subjects and mediums lives up to his title of being a 3d Artist.
    Samantha's presentation introduced an artist that produced extremely characatured models with a lot of appeal and personality. Their presentation went above and beyond the typical turn-table by adding movement.

    The topology and presentation of both artists work were exemplary. Whether the character was low poly or high poly, they still posessed a significant amount of detail and appeal.

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  40. Here is the link to Waldemar Bartkowiak's(the artist I chose) website:
    www.mancubus.glogow.org

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  41. Dustin:

    Dustin's guy Waldemar was very good. His models are top notch and his presentation was phenomenal. His use of the turntable as a piece of the staging is excellent and many of his models have a story that the still can show. It was very nice and is something I'd like to use in my work.

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  42. Dustin's showing of Waldemar Bartkowiak's demo reels was an impressive demo reel demonstrating the power of an artist in 3d. It has various models with full environments compressed onto turntables. He shows various modeling skills from organic to inorganic in various detail levels appropriate for his show case. A very adept and devoted 3d modeler, texture artist. This is the level I will surpass in my time.

    ----

    Aaron's showing of Steve Bell's showcase of his structural and architectural work is awe inspiring. The models and texturing that is done to accomplish the work that is showed, explains the need for extensive modeling to extensive texturing. Based on situations, the need for modeling and texturing is balance work. Work smart.

    =====

    -Dave Tran

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  43. Aaron:

    Aaron's guy was pretty cool. His renders were nice and his tips were good to hear. I like that Aaron's guy tries to educate as well as sell his work. It was nice to see someone else trying to help others.

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  44. Interior model
    http://www.stevebell.com.au/architectural-renderings.htm
    Outside building
    http://www.trinity3d.com/store/Archexteriors-Vol-7-p-1513.html

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  45. I really did enjoy both presentations. One was a modeler that went on a larger scale and modeled literally everything in the scene. I was glad to see every grime and fleck of dirt that was in the deep sea attack. I noticed the sunken airplaine, and could even look inside to see the disoriented seats! Not to mention every bubble was modeled says alot as well.

    while the other explained to us how we didn't have to get too into detail when it came to architectural modeling. "If you cant see it, don't model it" so to say. I think this is a great idea if you just need a picture, however if it is needed for commercial use, it might be a better idea to go ahead and model it...

    -Andrea

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  46. The artist that Dustin presented was phenomenal. I find it impressive when an artist can make a 3d model appear to be an illustration, even when in motion. The only thing I have any critique on would be the topology, I noticed that when he showed the wireframe for one of his vehicles, it seemed a bit dense. This could just be the smoothed mesh but what I saw seemed a bit too dense.

    The modeler that Aaron presented was also impressive, not surprising considering his career but still impressive none the less. I thought it was incredible how realistic he could get the buildings to look just from the textures, such as the building that was primarily glass.

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  47. Here are is the link to Rakesh Sandhu's Portfolio:
    http://www.rsandhu.net/

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  48. I thought Aarons artist was a refreshing change of pace from seeing character models. I agree with Danielle that it was pretty incredible how the artist could make the buildings look so realistic just from using textures... it was pretty amazing.

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  49. For my Creative Brief I chose to report about Eric Provan.

    www.ericprovan.com

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  50. http://www.massiveblack.com

    This is specifically for game design. The method used for video games are the following. Low poly models and using a displacement/bump map depending on what program you are using.

    http://www.pixologic.com/docs/index.php/Creating_Displacement_Maps

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  51. http://vimeo.com/groups/5902/videos/9839462

    Cool looking 3D stuff from a cool guy named Jesper. I liked the editing he did for the reel and the texturing was great. The modeling is a bit hard to tell if it great, but i think it looks really professional.

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  52. From Rob...

    Josh Singh
    http://joshsinghblog.blogspot.com/
    http://www.joshsingh.net/

    Great Concept, Modeling, and texture artist. Clean topology. Able to render 2D characters in 3D while maintaining appeal and proportions. Very professional. Has great work history.

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  53. Joe's showing of a forensic animation company is nice. It shows the range of fields one can get into with animation.

    Rob's showing of Josh Sigh, is good. Another good example of great utilizing of low poly texturing thingy.

    Danielle's showing of Rakesh displays a great skillset. Good stuff, good talent, good, good.
    It's just not voiced of how good he is.

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  54. Joe's site was on forensic animation. I agree that most of this 3D modeling is about showing the events, but also allows you to clearly illustrate complex events clearly. I think these guys were pretty successful in their intended use for these animations.

    Robert's artist, Josh Singh, is really good at staying to his designs. Which is good because when you're in the industry you are expected to stick to the designs. His models are really good both topology wise and sculpting wise. They are very well detailed and look great. I liked that he showed a render using a game engine since he's does a lot of modeling for games it helps to show that his modeling to be used inside an actual game engine.

    Danielle's artist was extremely impressive and it's nice to see his process, but I agree with Steve that he needs more work on his site, it seems empty almost. But his modeling was very good, I can't determine if he was successful though, because I'm not sure what the models were for.

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  55. Rob's guy had some interesting works. I found that the style was very different than what I normally see from Zbrush, which I liked, but his website was subpar. I think that the fact that his images took so long to load and that site's clarity was lacking was a big his to his professionalism.

    Joe's forensic company was hard to talk about. The demo was so small and watermarked, it was difficult to get a grasp of what they are possible. Forensic animation should be clear and illustrative without exaggeration, and that would be my general critique for success.

    Danielle's artist had some great work. I did like the way the demo reel was set up, showing his 3 best works (hopefully not his only work). I also like that afterwards it went back and did breakdowns and wireframes. His lack of content was saddening, but for personal and school projects, I thought that it was successful work. I would clarify successful school and personal work to be something that catches the attention of the industry, which this obviously did. It was a good way for him to sell himself.

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  56. Joe's presentation could have been a little bit more prepared, perhaps he could have chosen a company with more examples of their work? Or perhaps the internet speed is to blame...though I DO give him props for chosing a forensic company, that type of animation is very interesting to me. Not to mention it's very refreshing not to see just a bunch of models on a turntable, I like to see what a company's output is...especially with the more graphic animations.

    I really liked Robs modeler's' style. I don't see it being anything he could become universally famous for but I could see him working for a good well named company like dreamworks. His models are solid, have wonderful shape and great toon anatomy to them!

    I was very curious to see if Danielle's artist had other works. He creats photo realistic models but I wonder how these can be used in the animation world? Perhaps they could be used in some gaming cut scenes. Either way he has a great talent, and obviously has some experience in maya and zbrush, it really inspires me to try some zbrush with my organic model!
    --Andrea Puro

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  57. http://www.forensic-media.com/

    The animations for court cases

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  58. This is Matthew Dray

    The portfolio I will be presenting is: www.kriskelly3d.com

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  59. This is Andrea Puro

    the portfolio I presented was:

    www.ghostproductions.com

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  60. Andrea Puro
    Ghost productions
    They simplify animations that could potentially be very gory, and makes it easier to stomach lending the animations to be viewed by an array of people.

    Paco
    Julian Salazar
    To long of a demo reel, but has some great texturing examples. 538 poly count is amazing. Nice variety of objects but seems simple and less

    Kim
    Steve Jubinville
    Softimage user, with Z-brush
    Wow, definitely shows his experience. Great examples and variety of scenes.

    Mat
    Kris Kelly
    High end examples, but poor loading website, seems to have a good amount of experience which is always nice to see.

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  61. Andrea - ghost
    I know a couple people from Ghost and I enjoyed watching their demo reel. I find that it is successful in their medical animation and that the reel was graphic without being offensive.

    Paco - julian salazar
    This reel felt really long and drawn out. There was too much information and variety of the same models. I did like something about it because it felt like a student right after graduation. But that's all that it felt like, not too much like a professional. And I think that that would come with slimming down his reel to his very best work and getting rid of school-esk projects (like the guitar)

    Matt - Kris Kelly
    I liked his reel and his website(it loaded when I tried it). The reel didn't really impress me, but it was good for a motion graphics point of view (the sprint add). I enjoyed all the content on the website.

    Kim - steve jubinville
    I really like his reel, but I also felt like it was too long. There was such a wide variety of content, which was nice, but I felt like he may of been trying to show us too much. He had an impressive resume, but tried to put everything on his reel.

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  62. Paco - Julian Salazar

    The models presented were generally overdone such as the guitar and car. They looked decent enough, but looked like they were only from school projects.

    Kim - Steve Jubinville

    Very nice models that show he has an expansive range of subject matter. The quality of his models obviously show his huge work experience.

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  63. Kim's artist

    Steve Jubinville
    http://www.sjdigitalsculptor.com/index.html

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  64. Andrea's choice was very interesting. The projects that Ghost produces are very appealing and almost cinematic which is definitely preferable to watching live video of the same medical procedure. Even just watching the demo reel was very informative. Even without labels popping up or voiceovers to say what's happening, the viewer can understand what is going on.

    The artist Paco presented showed skills in modeling and texturing but beyond that, his subject matter was cliche and the presentation wasn't all that appealing. The demo reel was much too slow/long and the music didn't fit the subject matter.

    The artwork of the artist Kim showed was very appealing and there was a very wide range of subject matter that he could cover. His experience in the field shows through with his work.

    Matt presented another artist that had very appealing work. Like the artist Kim brought up, he had a pretty impressive amount of experience in the field and it shows in his work.

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  65. http://julian-salazar.com/

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  66. Adam - Jeremy Kohar
    I think his work is good for game practices. I'm surprised that his most recent work experience, which seems like 2d flash iphone games, wasn't on his demo reel. I don't mind the blog, it is very informal and have heard by people in the industry that it's good to have one. But there seemed to be too much information on his blog. As for his models, I liked the fact that he showed his workflow on his demo, but it was too long.

    Ryan Church
    I enjoyed his personal work, but I didn't feel like I learned a lot about him from his website. It was more of a site that deals with his name, figuring that people who are looking at his site already know who he is and what's he's capable of. I really enjoyed looking at his work, they are very painterly and the compositions are awesome.

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  67. Adam's guy has some nice models and the topology I saw on some of them looked really clean. I liked his characters being posed as they are doing something. His reel was a bit log but his model breakdowns were really detailed, which is probably why it was so long.

    Kevin's guy, Ryan Church, is a really good professional artist that does concept and 3d art, among others and is very good at both. That's about all I can say since his is work is really good.

    ReplyDelete
  68. Andrea Puro
    Ghost productions
    I've heard of them. Saw a lot of their work before. Seems like a lucrative industry.

    Paco
    Julian Salazar
    Amazing Low poly work. Another good example of simplifying the model.

    Kim
    Steve Jubinville
    Nice, another good example of professionalism.

    Mat
    Kris Kelly
    Yet, another good example of professionalism.

    ReplyDelete
  69. Adam's guy has some nice models and the topology I saw on some of them looked really clean. I liked his characters being posed as they are doing something. His reel was a bit log but his model breakdowns were really detailed, which is probably why it was so long.

    Kevin's guy, Ryan Church, is a really good professional artist that does concept and 3d art, among others and is very good at both. That's about all I can say since his is work is really good.

    ReplyDelete
  70. Adam's person was a good example of various methods to display your work. Slow demo reel.

    Kevin's guy, Ryan Church. What can I say, another professional that stood out above the rest in concepts and design.

    ReplyDelete
  71. Adam
    Jeremy Kohar
    Heavy informative website, mixed with a blog and demo reel. Somewhat cluttered, would be nice to select a few key models show it and be done. Two and a half minutes for a demo reel isn’t that bad but the pace should have been faster in order to engage the consumer better.

    Kevin
    Ryan Church
    Website is very clean, great navigation menu, although it looks like it could have added more current info about him. Great inspiration of work and marketing examples.

    ReplyDelete