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Binky

Member Since 26 Jul 2006
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Posts I've Made

In Topic: I made a video 'bout inspiration.

04 March 2015 - 11:46 PM

Yeah, pinterest is great. And you're right, I think if I used pinterest, or anything similar, I'd still put everything in one big pile for exactly the reason you mentioned. The random find is usually more valuable than pigeonholing. That said, I do have some small collections that are oriented to more specific interests. Things I just like to look at more regularly, usually because I'm trying to figure them out.

 

And I'm glad you liked it! I figure this one was mostly obvious stuff, but stuff we all need to be reminded of when we hit a rut, cuz you know it happens.


In Topic: Unreal Engine 4 is avaliable now.... for FREE

04 March 2015 - 08:16 AM

I don't know much about the Unity engine, or Source 2, but UE4 seems pretty incredible. We've all probably seen the video walkthrough of the paris apartment done by the archviz guy, but this other guy has a few videos of speed designing various environments in UE4 that are pretty cool.

 


In Topic: 6 nations rugby promo

20 February 2015 - 06:31 AM

Cool. So something that may help to think about as you move forward is controlling the specificity of your imagery. For instance, as a viewer, I come into the experience of watching your video having no idea what it's going to be about. I see glitched out footage of rugby stuff and there are a million ways I can take that. They're not glitching out in a way that says anything in particular to me other than that something is broken. I don't just happen to guess "oh, it must be glitchy because no on really knows who will be the winner", because 1) that honestly doesn't make sense, but more importantly 2) because your glitchy graphics seem arbitrary and/or vague and could mean any one of a million things. You have the same problem with the most of the other elements here, too. This room/corner you've created is very vague, lacking specificity in detail, and therefore doesn't feel like a dirty temple enough for me to think "dirty temple". The animation of your screens is extremely vague, lacking in any detail that might say something specific like "they're fighting for it", and so I don't get the feeling that they're fighting for it, I just see the screens moving off the walls to form a kind of hexagonal shape around the pedestal, which is literally what they're doing and nothing more. 

 

Now, this isn't to say you've done a bad job or that it isn't good or anything. You've put a lot of work into it. But, moving forward, it'll really help to keep trying to look at it from the audience's perspective. You'll find that you need to get REALLY specific with the details, including the animation, and really specific with the storytelling to be able to convey to your audience what you had wanted. And in that process of getting more and more specific, you'll most likely start to realize that your original idea wasn't very fleshed out and you'll get more specific about that too. And that's great because then you'll understand the idea better, and that will help you make better details and tell the story better, and so on and so forth until you have something really satisfying. 


In Topic: 6 nations rugby promo

19 February 2015 - 02:14 AM

Hey Fabio! Congrats on trying something new! We've all been there, and it's daunting.

As you work with the tools, they'll become more natural, and you won't worry about them so much. And that's great because what you really need to focus on is what you're communicating. Everything from the big idea(s) right down to the smallest details can convey something to your audience, so it all matters. That said, your overall idea here isn't very well worked out yet, so the details are really arbitrary. A stone pedestal with a stone (or marble-colored leather?) ball floating magically above it, in a corner formed by two walls made of something resembling either cement or... I don't even know, and nondescript floating vertical panels with ambiguously glitchy washed-out rugby footage displayed on them, and they all float together for some reason, and then the ball turns to reveal a logo, which then fades and... and what is all of this stuff? What does any of this mean? Where are we? Am I drunk? ;)

 

I'm assuming that either the assignment suggested that you use 3d, or you decided to try it for yourself, and that's fine. But you're definitely letting the tools define what you're making here, and that's almost never going to lead to something that people will enjoy watching. If I showed you how to use a hammer and then subsequently asked you to make me a meal, would you think "steak is good, so I'll make a steak, and i'll do it by hammering the steak until I think it's done"? No, you wouldn't. You always want to let the ideas lead the project, by which I mean first figure out what you really want to make, and then figure out how to make it. I give you a hammer and ask for a meal, so you think "Well, what kind of meal? Let's see.... is it morning? Oh, something breakfasty then. What's a typical breakfast in your region? Does it have eggs? I could prepare some eggs in a tasty way that might be surprising to you. Oh you normally do your eggs overeasy? Well..." And then you go about figuring out how to make eggs benedict with a special sauce of your own, because a hammered steak at 7am would be stupid for a bunch of reasons. :D

 

The most important thing to remember here is that when you're doing design or motion graphics or whatever we're calling it these days, the first thing you need to figure out is 1) what you need to communicate to the audience. Once you understand that really well, then you figure out 2) HOW you're going to communicate that to the audience. That second step is where you come up with the ideas about what you're going to make, and those ideas are all about conveying the things that you needed to convey from the first step. Once you have your big ideas all mapped out, then you go to work and 3) make every visual decision be relevant to the idea(s) and therefore to the things you're trying to communicate to the audience. Every detail matters. They say a picture is worth a thousand words. At 30 frames per second, for 30 seconds, that's nearly 1000 pictures, and by my math, that's potentially worth one million words. That may be really dumb math applied to a dumb cliché, but it's meant to highlight how much descriptive potential your 30 second creation has. So if you find yourself making arbitrary decisions about what you're making, and all of the details that go into making that thing, then step back and ask yourself whether what you're trying to communicate is worked out well enough, and then whether your ideas about communicating those things are worked out well enough, and then whether your execution of those ideas are good enough. That right there, your own mental capacity to be critical about what you're making at every level, is the best tool to throw at a project. 

 

What the audience gets from what you've made is always the most important thing. Give them what they need to get the most out of it.


In Topic: Riccardo Rizzo - Motion Graphics reel up to 2014

13 February 2015 - 12:46 AM

@ Binky, do you have somewhere a reel  that i can see?

I don't have my own reel. But I made a video about the entire process of making a reel for someone else.

http://mograph.net/b...showtopic=28897