Post by iGotzNoSkittles on Nov 11, 2012 9:09:20 GMT -6
There's always room for improvement, no matter how good you get you'll never reach your maximum, you can only raise it.
An example of this, would be two render test of my Source Filmmaker Videos (The machinima restarted from scratch, no worries on spoilers here).
Video One
As you can see in this video, it looks pretty good, not spectacular but not bad either.
Now let's take a look at the second video
Video Two
Now you can see some major improvements from the first to the second video. Let's check out the differences from the first to the second video now.
-Video One- (Chronological Order)
-Lack of Sound Effects.
-The Crowd only runs straight.
-Cameras were static(disregarding shaky camera).
-Animations looked awkward when the Black Soldier moved to crouching position.
-Character animations looked stiff.
-Pupils could barley be seen on the Black Soldier.
-Video Two- (Chronological Order)
-Added Volumetric Lights.
-Added more camera angles w/ more cuts in between entire scene
-Added second Color Correction layer.
-Updated Crowd animations(Changing direction, turning, etc).
-Updated animations; to be smoother.
-Updated Level/Map's layout to look more detailed.
-Removed Orange holographic terminals.
-Replaced 4/5th of the entire Level for future filming.
(What improvements could be made)
-At 0:00 Shot is too empty, shadows aren't strong enough
-At 0:02 Shot is too boring, last too long compared to all other clips; Level's lighting causes character's to become dark and then lit in a instant.
-At 0:07 Black Soldier's root animation is inconsistent with speed.
-At 0:09 When character's get into position, their animations lack a smooth out sequence, they become stiff.
-At 0:11 Black Soldier's facial expressions were stiff.
When you're reviewing your work it sometimes can be difficult to notice room for improvement because naturally, developers would carry pride over their work. Some may even have too much. It's important to stay down to earth with your work and attempt to criticize it so that you can further improve on your video and create a much better result. You can even get some friends to watch your machinima pre-release so they could give you the ups and downs. Having insight from other people allows them to reveal cons or opportunities that you, the director has missed.
You literally could be remaking the entire machinima from ground up and be damn proud of the result. Remember that for every improvement you make on your machinima, you're enhancing your experience and skills. I've bin designing machinimas and Video Games for years and had compared my work today, to my work a decade ago. As you can guess, there's probably a huge change from then and now. Even now, I'm still improving on my work and still have a lot to learn after these ten years.
I realize that this advice is not as helpful as It's intended it to be, but then again It's difficult to teach someone about something that has to be learned through experience. In the end, keep practicing, that's the only way to improve.
Music from Xcom: Enemy Unknown (2012)
An example of this, would be two render test of my Source Filmmaker Videos (The machinima restarted from scratch, no worries on spoilers here).
Video One
As you can see in this video, it looks pretty good, not spectacular but not bad either.
Now let's take a look at the second video
Video Two
Now you can see some major improvements from the first to the second video. Let's check out the differences from the first to the second video now.
-Video One- (Chronological Order)
-Lack of Sound Effects.
-The Crowd only runs straight.
-Cameras were static(disregarding shaky camera).
-Animations looked awkward when the Black Soldier moved to crouching position.
-Character animations looked stiff.
-Pupils could barley be seen on the Black Soldier.
-Video Two- (Chronological Order)
-Added Volumetric Lights.
-Added more camera angles w/ more cuts in between entire scene
-Added second Color Correction layer.
-Updated Crowd animations(Changing direction, turning, etc).
-Updated animations; to be smoother.
-Updated Level/Map's layout to look more detailed.
-Removed Orange holographic terminals.
-Replaced 4/5th of the entire Level for future filming.
(What improvements could be made)
-At 0:00 Shot is too empty, shadows aren't strong enough
-At 0:02 Shot is too boring, last too long compared to all other clips; Level's lighting causes character's to become dark and then lit in a instant.
-At 0:07 Black Soldier's root animation is inconsistent with speed.
-At 0:09 When character's get into position, their animations lack a smooth out sequence, they become stiff.
-At 0:11 Black Soldier's facial expressions were stiff.
When you're reviewing your work it sometimes can be difficult to notice room for improvement because naturally, developers would carry pride over their work. Some may even have too much. It's important to stay down to earth with your work and attempt to criticize it so that you can further improve on your video and create a much better result. You can even get some friends to watch your machinima pre-release so they could give you the ups and downs. Having insight from other people allows them to reveal cons or opportunities that you, the director has missed.
You literally could be remaking the entire machinima from ground up and be damn proud of the result. Remember that for every improvement you make on your machinima, you're enhancing your experience and skills. I've bin designing machinimas and Video Games for years and had compared my work today, to my work a decade ago. As you can guess, there's probably a huge change from then and now. Even now, I'm still improving on my work and still have a lot to learn after these ten years.
I realize that this advice is not as helpful as It's intended it to be, but then again It's difficult to teach someone about something that has to be learned through experience. In the end, keep practicing, that's the only way to improve.
Music from Xcom: Enemy Unknown (2012)