Comments on work in progress
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Shredder565
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by Shredder565 » 20 May 2012, 19:41
scene 095
a year to get the intro and about a minute awa from the first act break. doing shots in order so hopefully it can show an improving skill set.
new turtlevan in the background
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Hirazi Blue
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by Hirazi Blue » 20 May 2012, 20:54
Looking good. The only thing I wonder while looking through all the pictures in this thread is if you shouldn't use ink lines only for the outlines of characters and perhaps add desired "internal" ink lines by creating them as part of textures for more consistent results than the ink lens...
(I am assuming you're using the toon ink lens shader

)
Stay safe, sane & healthy!
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Shredder565
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by Shredder565 » 22 May 2012, 22:11
shot 096
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Shredder565
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by Shredder565 » 22 May 2012, 22:13
Hirazi Blue wrote:Looking good. The only thing I wonder while looking through all the pictures in this thread is if you shouldn't use ink lines only for the outlines of characters and perhaps add desired "internal" ink lines by creating them as part of textures for more consistent results than the ink lens...
(I am assuming you're using the toon ink lens shader

)
yep, that's the shader

. Right now, characters have internal and external ink lines active, with backgrounds only internal or none
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Shredder565
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by Shredder565 » 28 May 2012, 15:04
It only took a year to get this far, 4 more shots to go after this one. Shot 100. Since Act 2 is only 4-5 minutes, I'm going to try and complete that by August. Looks like I won't meet the deadline of rough shots complete by September

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Shredder565
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by Shredder565 » 28 May 2012, 16:42
Two hours later, scene 100 finished rough..
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Shredder565
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by Shredder565 » 30 May 2012, 18:39
3 hours later, fully animated and articulated legs. Now for the dome bottom and it'll be on to working on krang... you know iI was actually good at this, I could earn some money.
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Shredder565
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by Shredder565 » 05 Jun 2012, 19:36
shot 108. finally fixed what bothered me about the original
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Shredder565
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by Shredder565 » 05 Jun 2012, 19:37
that's a bit more like it....new android done. act two started
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Shredder565
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by Shredder565 » 06 Jun 2012, 20:55
a few more minor color changes on the technodrome. I'm trying to make every other panel a different color so it brings out the details in things like the steps, radar eye, Dome panels, wheels, a bit better when rendering. seems to be working
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Shredder565
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by Shredder565 » 08 Jun 2012, 18:37
Update to CGI technodrome model, video
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Shredder565
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by Shredder565 » 12 Jun 2012, 21:14
finally render time
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rray
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by rray » 14 Jun 2012, 09:39
Wow that's a challenge!
Shredder565 wrote:I am color blind

. I try to match things as close as I can see them, but without taking skin samples direct from the show, and having about 200 of those lying around, it's sort of hit and miss...
.
This color sampler might be of help, it has a "color deficiency preview":
http://advanced.aviary.com/online/color ... 30488e168c
Just an idea, maybe setting the colors there and then using the colors from the top area will work as an "inverse mode" if that is even possible.
Last edited by rray on 14 Jun 2012, 09:48, edited 3 times in total.
Reason: on further inspection...
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Hirazi Blue
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by Hirazi Blue » 14 Jun 2012, 11:40
Personally I don't see the lack of 100% color correctness to be such a problem. It's a work of art (and a labor of love, by the look of it). It won't be a color correct reproduction, but it's quite interesting nonetheless. And the "original" interpretation of some colors just adds to the artistic value of the endeavor IMHO...
;)
Stay safe, sane & healthy!
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Shredder565
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by Shredder565 » 15 Jun 2012, 02:02
artistic value is one way to put it

..
Shot 118...a whole day of set design. the first version didn't look good at all..
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Shredder565
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by Shredder565 » 17 Jun 2012, 18:25
shot 119
shot 120
shot 121
