Looking for criticism since I think that there is still something wrong and I want to do something like it but more evolved.
It does bother me that I cant easily localise where the frame-by-frame deformations happen. It would be cool to have a nice way of keeping the base undeformed while simply twisting the top.
Still pleased with it (I know that since I mimicked that amateur look it does make things easier)
what came out of the 3D render, I knew that I would only use some frames so the "wavy" noise that it had wouldnt be a problem (I could just animate the seed to fix it)
I see what you're doing with the jittering camera and varying light exposure, but it looks bad. You want the camera static and with identical motion control just like real claymation.
It also looks like you have something affecting the surface that is screen space aligned which looks wrong. I also feel the base is moving way too much so it feels that the tracking is off.
Pretty damn solid start though.
>I see what you're doing with the jittering camera and varying light exposure, but it looks bad. You want the camera static and with identical motion control just like real claymation.
I really went after that amateur claymation look but I can understand if its failing to be that as it can look too mechanic.
>It also looks like you have something affecting the surface that is screen space aligned which looks wrong.
You mean the tip of the base that is closer to us? I noticed it too, it is probably the mesh going through the plane.
> I also feel the base is moving way too much so it feels that the tracking is off.
The bigger noise may be too big so it ends up moving the entire base, didnt noticed that.
It wobbles a bit too much and you can tell the noise going across the surface is moving/screen space orientated which makes it feel really fake.
Better than i could ever dream to do, im just happy when i can make a shitty sword in blender
I think you've got a really good look going already and this looks like the beginning of a really nice project, well done anon.The things that seem off to me are mainly the texture feels like a filter that you've put on top of the character, and the character is moving underneath it. So the stills look great but when it's moving it feels like it's under a texture layer.
Also the animation feels too smooth if it was really stop motion the animation would be on twos or even threes, so 12 fps might give you a better look.
Finally the whole image is in focus. To get the stop motion feel it's a good idea to use a tight depth of field, this makes your image feel and look smaller. You can use the Z-depth and photoshop or a plug in for Ps and Ae called frischluft to control the depth of field in post.
There's a really good tutorial for cinema 4d here: https://vimeo.com/65277720
I used it for a little project I did a while ago I use Maya but it was still useful to look through for some tips on the stop motion look.
also consider that a jump in claymotion wouldnt just work as easy as you do here.
also make the eyes iris stand out a bit as this would also be a second layer on a real clay object. the rest is pretty fine i think.
i agree with >>497661 make tha camera more static but a little wiggle is ok tho.
I much rather the first. It almost looks magical. Hard contrasts, harder shadows, and flickering exposure.
The 3d animated look is terrible, too fast, lighter shadows, perfect clarity in motion that makes it look fake. It just looks so plain, so uninteresting.
Well, yeah, the second one isnt the final, the top one is.
I just posted it to show what I did in 3DS Max before working on it in After Effects, the behind the scenes stuff.
I immediately saw that its a displacement or possible normal/bump map that is set to global. Maybe animate the noise or the seed(if it is a procedural texture)
But thats just nitpicking and not really a problem.
The noise is animated but I should have animated the seed
stop motion animator here, is there a way you can up the speed of the noise on the bump map when the model is deforming more and lower it when its deforming less? Right now its pretty constant, so it looks weird if parts are moving when the parts aren't being animated
As someone who doesn't know any better, this looks very realistic. We had to do stop motion claymations like this at school once, and they all looked exactly like this. I'd say it's quite well done.