Well, a while ago I decided to start up a personal project of doing a cg Halo fanfilm completely solo, and I figured I might want to start a thread about it for feedback as I develop it. Now I know everyone and their mother is starting up a fanfilm these days and I'm not going to try and explain why mine is going to be different than all the other ones that didn't come out....cause it's probably not. I've explained this more in detail in a Q & A at the bottom, but suffice to say that I'm really just starting this thread because I'm working on this project to improve my 3d art skills, and I wanted some feedback from fellow Halo fans on the stuff I'm making, and to get some ideas on where to go with it.
Start of my UNSC marines. Textures are VERY VERY rough. Also needs more props I feel, bags, binoculars, etc. Skin is black because I'm still working on the sub surface scatering shaders, and sculpting his facial details. Planning on completely redoing the weapons as well. What few weapons I've done look outdated with the new Reach designs.
Now a Wireframe:
First pass at the ring world itself. Inner ring is ok I think, but the outer ring needs to be sharper and more defined, more texture will help I think, plus better lighting.
Wireframe:
Start of the elite and supreme commander. After seeing some of the reach designs i'm planning on revisiting this one considerably. Ultimately I'll probably wind up with a mix and match of my favorite elite characteristics.
Redesign of the pillar of autumn logo. I really liked how the Spirit of fire logo looked, and it made the one from Combat Evolved look dated, so I decided to make an updated variation. And yes I know that in Canon the POA is a Halcyon class, creative decision on my part.
The finally:
Render test for the pillar of autumn. Again, very rough. Needs some edges smoothed out, and some variety to the texture.
I've got some other stuff in development, but it's mostly all ugly previs stuff that wouldn't be cool to watch.
Q & A (please read)
Q. When's it going to get released!?!
A. In all likelyhood, never. I'll be up front, like most people in my field I work very very long hours, and my off time I try to spend with either my fiancee or playing videogames (BTW, Reach is awesome). The chances I'll ever finish this thing are very very slim, and if I do it's axiomatic that it'll be a years long thing...and i'll probably get tired of it before I get done.
Seriously, if you're actually getting excited about this thread I advise against it. There will probably be a lot of inactivity.
Q. What? Then what's the point of starting this thing?
A. Simple, enough effort and these pieces will look good on a demo reel.
Q. Ok, but why start on an entire CG project then? Why not just make the characters/props/environments and be done?
A. Reason is two fold. First, I find that I feel more motivated if a piece I'm working on is being built towards a larger goal, and even if it isn't I like to think it is. Two, as a 3d generalist I find myself often having to learn a variety of tools because in my studio we don't just do one specific task, we handle everything. Within the same day I can be modeling, animating, editing, and rendering on multiple projects that are totally unrelated. An entire solo project of my own allows me to explore a wide range of different software packages which I may either A. not know anything about, but could probably stand to learn, or B. know, but am always striving to improve my knowledge of.
That's really what this whole thing is about for me, improving my skills as an artist.
Q. So you're totally Solo, is there anything I can do to help?
A. Absolutely, give me feedback and ideas. If you're a 3d artist, let me know that my nasal labial folds are messed up and I need to reconsider my edge flow. If you're a die hard Halo fan tell me that I've placed the main gun on the pillar of autumn in the wrong spot.
Q. Yeah, but this seems like a cool project and I'd really like to help out.
A. Maybe if I'm still on this thing a year down the line and I've got some actual serious progress and I start getting delusions that I'll finish it, I may accept some extra help. Right now however, this is again mostly about improving my own art skills, and it would kind of defeat the purpose to let someone else do it for me.
Start of my UNSC marines. Textures are VERY VERY rough. Also needs more props I feel, bags, binoculars, etc. Skin is black because I'm still working on the sub surface scatering shaders, and sculpting his facial details. Planning on completely redoing the weapons as well. What few weapons I've done look outdated with the new Reach designs.
Now a Wireframe:
First pass at the ring world itself. Inner ring is ok I think, but the outer ring needs to be sharper and more defined, more texture will help I think, plus better lighting.
Wireframe:
Start of the elite and supreme commander. After seeing some of the reach designs i'm planning on revisiting this one considerably. Ultimately I'll probably wind up with a mix and match of my favorite elite characteristics.
Redesign of the pillar of autumn logo. I really liked how the Spirit of fire logo looked, and it made the one from Combat Evolved look dated, so I decided to make an updated variation. And yes I know that in Canon the POA is a Halcyon class, creative decision on my part.
The finally:
Render test for the pillar of autumn. Again, very rough. Needs some edges smoothed out, and some variety to the texture.
I've got some other stuff in development, but it's mostly all ugly previs stuff that wouldn't be cool to watch.
Q & A (please read)
Q. When's it going to get released!?!
A. In all likelyhood, never. I'll be up front, like most people in my field I work very very long hours, and my off time I try to spend with either my fiancee or playing videogames (BTW, Reach is awesome). The chances I'll ever finish this thing are very very slim, and if I do it's axiomatic that it'll be a years long thing...and i'll probably get tired of it before I get done.
Seriously, if you're actually getting excited about this thread I advise against it. There will probably be a lot of inactivity.
Q. What? Then what's the point of starting this thing?
A. Simple, enough effort and these pieces will look good on a demo reel.
Q. Ok, but why start on an entire CG project then? Why not just make the characters/props/environments and be done?
A. Reason is two fold. First, I find that I feel more motivated if a piece I'm working on is being built towards a larger goal, and even if it isn't I like to think it is. Two, as a 3d generalist I find myself often having to learn a variety of tools because in my studio we don't just do one specific task, we handle everything. Within the same day I can be modeling, animating, editing, and rendering on multiple projects that are totally unrelated. An entire solo project of my own allows me to explore a wide range of different software packages which I may either A. not know anything about, but could probably stand to learn, or B. know, but am always striving to improve my knowledge of.
That's really what this whole thing is about for me, improving my skills as an artist.
Q. So you're totally Solo, is there anything I can do to help?
A. Absolutely, give me feedback and ideas. If you're a 3d artist, let me know that my nasal labial folds are messed up and I need to reconsider my edge flow. If you're a die hard Halo fan tell me that I've placed the main gun on the pillar of autumn in the wrong spot.
Q. Yeah, but this seems like a cool project and I'd really like to help out.
A. Maybe if I'm still on this thing a year down the line and I've got some actual serious progress and I start getting delusions that I'll finish it, I may accept some extra help. Right now however, this is again mostly about improving my own art skills, and it would kind of defeat the purpose to let someone else do it for me.
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