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#1 (permalink) |
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New Member
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Round 6 cinematic trailer
Hi everyone!
Some friends from my studio and myself have been working on this cinematic game trailer for a video game we've conceptualized and are trying to promote. The game is called Fragball, the trailer is called Round 6. Let us know what you think, and if you like it, please help us out by spreading it around ![]() The trailer can be viewed here: Round 6 on Vimeo Or in the project's website: Round6 We also opened a development blog we will keep updating, for CG artists, here: Round 6 development blog Let me know if there's anything specific you'd like to hear more about in the blog. Thanks for watching! ![]() ![]() ![]() ![]() |
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#2 (permalink) |
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New Member
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Firstly, I have to say: absolutely astounding work. From the art assets to the animation, character concepts to the visual style, this is top drawer.
Secondly, questions! Are you using high poly assets? [strike]What rendering software did you use, mental-ray/vray/rendermap/final render for the cinematic?[/strike] Ignore this second Q: I read your devblog! Thirdly, crits: I'm not a huge fan of shaky-cam, and I felt it was a little too strong. When the guy jumps in pure cinematic glory over the water, I was expecting a splash, which then cuts to a scene in which there is heavy use of dust motes, which I interpreted as underwater, and subsequently realised it wasn't. The high drama is great, but I was expecting some sort of conclusion, like the guy outsmarts the preacher: I wanted him to win and be victorious, instead it just appears he dies like the rest - he was the hero, we saw his name, I wanted him to get that ball to tau cross (nice symbolism), but unfortunately not. Fourthly: more love splurge: the scene with the moving leaves was breathtaking. Amazing job, peeps. Last edited by Polycruncher; 08-03-2010 at 03:30 PM. Reason: Read the devblog |
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#3 (permalink) |
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Industry Artist
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I really enjoyed the video. The modelling/texturing/lighting/animation were all really nice. Though at some points in the video, I'm not entirely sure why, but to me it looked slightly like stop-motion animation... I think it might have been excessive DOF blur.
Good luck with your game project ![]() |
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#5 (permalink) |
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New Member
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Thanks for the comment!
Polychruncher - I couldn't agree more with your crits. Except for the hand held cam which I AM a fan of Some of the reasons for ending the movie the way we did and not having a huge show down, besides the fact that we wanted people to want MORE of it, is that we were working largely in our spare time and didn't have a proper budget for this project.Craig - you're also right. My two biggest personal conclusions from the compositing of this are that a. compositing is no substitute for proper lighting, no matter what render passes I have, and b. DOF is cool, but has to be used subtly. |
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