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Art and Animation Forum/Critique

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File: 1423546629191-0.gif (53.5 KB, 239x344, 239:344, standing_by_cristianceron-….gif)

File: 1423546629191-1.gif (96.79 KB, 400x480, 5:6, leona_idle_standing_by_cri….gif)

File: 1423546629191-2.png (9.55 KB, 300x300, 1:1, alucard_hd_by_cristiancero….png)

File: 1423546629191-3.png (137.28 KB, 800x800, 1:1, leona_makoto_by_cristiance….png)

File: 1423546629191-4.png (202.96 KB, 576x768, 3:4, kill_la_kill_by_cristiance….png)

ef20cc No.381

since this is my first post in this board, I'll say I love to see a board for art critics.
I would love to learn animation.

I think I have some skills and I have some potential, but I get depressed because I'm not good enough to be Pro and I'm just an amateur.

Here I post some of my works that aren't crap.

The first gif is a traditional animation I tried to do for an idle fighter.
The second gif is something I discovered by myself and is mixing tweening with traditional animation, as the body, arms and legs are tweened but the fingers, hand and hair are traditionally animated.
I like it, but I feel is not as good as traditional animation.

The third one is a sprite I did following the Kof 12 method (pixel art on top of basic 3D).
I really liked it.

The makoto with leona's dress is a drawing that took me 1-2 hours in SAI, pls critique.

The kill la kill is a fanart I did, I think It's fine.

Besides this I want to ask:
What would be the best way to get maximum quality?

I don't care about the effort, I would love to make something as good as the best in the world.

I don't care if I make the basic characters in zbrush and then animate retopologized versions on blender and then use a real life video from a tablet as reference then draw on top the 3D frames.

Is this the way to do it?
would I have the best quality if I follow that method?

What is the elite workflow among animators?

Pls give me tips.
;_;

ef20cc No.382

File: 1423546914830-0.png (130.84 KB, 600x600, 1:1, house_by_cristianceron-d72….png)

File: 1423546914830-1.gif (216.8 KB, 569x290, 569:290, made_with_blender_by_crist….gif)

File: 1423546914830-2.png (603.68 KB, 928x819, 928:819, girl.png)

File: 1423546914830-3.png (199.07 KB, 1088x640, 17:10, untitled.png)

Also, which one do you think is better?
The traditional animation or the hibrid of tween+traditional.

I really like the way the hibrid took way less efort and that it looks like some digital animes.

But I really love the traditional and I think it looks better.

I just don't know which to choose.
;_;

BTW here are more works of mine.

933828 No.386

File: 1423576503675.gif (4.45 MB, 720x405, 16:9, 7714bf6d27f707339ddc9697dd….gif)

Tweens are ok in certain situations, but it's extremely easy to over use them which makes the animation look very synthetic. Vectors have the same problem, it's "cleaner", but it can be too clean which looks very digital.

Using real life animation can help, but it also significantly limits what you can do. Real life material should mostly be used as rough guidance to help you, not as the material for the product.

For the technical process, mikeinel has a couple interesting progress animations.

As for your drawings, I don't have a lot of time to critique at the moment, but the hair and stuff in your animations seem excessively floaty, it's like their gravity is lowered. I would say try animating something that moves more, rather than just an idle stance. Maybe a run loop where the whole body is moving or something. It seems like you're familiar with non-default poses (i.e. standings stiff and still), now try a non-default animation.

ef20cc No.387

>>386
>certain situations
may you care to name some of them?

>look digital

I tend to like more the digital new look of newer animes rather than the look of 90's animes.
I don't know why though.

3c90e0 No.390

>>387
Tweens are okay to use but you really need to learn frame-by-frame animation before using them effectively.
>>381
>What would be the best way to get maximum quality?
>I don't care about the effort, I would love to make something as good as the best in the world.
>What is the elite workflow among animators?
Definitely do frame-by-frame without using any tweens, it's tedious work but you have to do it to learn. It's a lot of work and it requires the knowledge of a lot of anatomy and perspective (if you're doing human figures for the most part).

Here's some constructive criticism:
It looks very nice for stills!
You should really do more movement like >>386 said, walk cycles should be a good place to start.
For the first gif the animation stops for one frame, that slight freeze can be fixed by removing one frame off of it during the loop
The wind pushing the skirt is a bit off because wind doesn't really push a skirt half way then stop, the design of the skirt also goes half way then stops which makes it look like the animation stopped midway. The continuous flow of wind should look more organic.
Nice panty shot, nice touch
The second gif is very apparent that you used tweens for the big body parts for the torso and legs, so using more frame-by-frame instead of tweening will help better your animation quality.
Getting off to a great start though.

ef20cc No.394

>>390
>the skirt is off
I tried to follow athena's skirt in kof 2002



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