In this second Illustrator, i would like to present you a Key character of the Graphics Workshop and also of the Illustrator:
Say "Hi" to Mr. Community Driven Comic, namely Aanker.
But what does Aanker really mean ? I let the artist explain himself: "Actually, Aanker is just a made-up name for a Dwarven fantasy character that was part of this wonderful fictional world that a friend and I invented (and quite thoroughly so, may I add) some years back."
About the artist:
What to say about Aanker, except that he is a rather recent adept of the Graphics Workshop, his gallery being opened in July last year. There have been few artists to deserve as much respect as him during a so short amount of time.
The reason is quite simple, i encourage you to look at some of his work below:
The Goblins amass
About the artist's work:
Now that you are recovering from a massive pure dose of art, you realize immediately what is Aanker's specialization: drawing !
Please take note of the cheer amount of details, the nice comic feeling and great quality of this drawing. This is even enhanced by the fact it is left black and white.
It seems that Aanker was born with a pen and must have started drawing in his mother's belly. Another proof of this here:
Full Speed Ahead
To tell the truth, Aankeris not human also excels in using a tablet, thus drawing directly in a computer. To avoid a long sentence, I'll let you admire the result he can achieve with a lot of patience here:
Sci-Fi drawings
Again the same crazy amount of details and a style which seems very specific to the artist itself, so that, by a quick glance at the picture you can instantly tell that it's a work from Aanker. Please also note the soft and nice feeling put into the colours. They simply enhance the result without loosing anything from the drawing itself.
And what about the imagination that Aanker shows in every aspect of his art ? It seems unlimited, as well as his skills with the tablet:
Santa Claus vs Snowman
Of course, with such skills, Aanker is participating to a lot of Graphic Competitions, and he already won a bronze medal. Here is the kind of submissions he is able to produce (here for the Battle GC):
Battle signature - Sig of the year 2010
It was so good that it was elected as "Sig of the year" and Aanker choosed to use it as his personal sig.
Conclusion:
Finally i cannot conclude without saying that we are all very proud that Aanker contributes so much to
our Community, and i strongly invite you to join (if not done already) the Community Driven Comic,
which is born from Aanker's mind and has been kept alive by Aanker's hand and the many fans.
Every experienced video maker here at TWC is asked almost daily to provide feedback on the works of beginner machinima artists. Feedback is sought usually on technical issues, but also often on presentation and overall impressions. It is a fine line between providing constructive criticism and crushing the soul of a budding director. There is no reduction in time spent on a video as you gain experience - you just learn to spend your time more efficiently and effectively - and so a beginner piece can take many hours of work. A new machinima artist will often have poured their heart and soul into an early work, choosing their favourite tunes to score it (sometimes clichéd), and any hint of negative feedback can feel like a dagger in the chest. So as a veteran, you want to help, you want your honesty to be useful, and you don't want the guards to have to confiscate the belts and shoe-laces. What to do?
With this in mind, I will deviate a little bit from form, and this month, instead of breaking down someone's killer award-winner vid, I'm going to rip someone a new one. I'm going to break-down one of my own earliest vids in the harshest way possible. Hopefully, as a new artist, you will then be able to turn a more objective eye on your own work, and use my mistakes as a learning experience.
Get ready for the beat-down.
The subject video is the second work I ever made: "The Underhill Diaries: Mexico City", a video made in support of my first AAR.
The Rig (at that time)
I was working with a P4 2.2 dual core desktop, 32-bit Vista (!!!), 2gb ram and an ATI 4850 512mb vid card, nothing overclocked. I was using FRAPS freeware to record, and MovieMaker for the video production. Not exactly a power-gaming rig, but not that much different from many student laptops in terms of rendering power.
The Motivation
Some guy had commented that my AAR lacked pictures, and that some visuals would spice it up a bit. That clearly violent and venomous assault on my artistic vision could not go unanswered, and I was determined to show him a thing or two. I decided that instead of pics I would give him video! Small point though: I had no clue how to do it. So armed with MovieMaker and a dream, I set out to conquer the world. (Every few months I PM the guy and thank him for his honesty)
The Beat-Down
The opening text is simple enough...I was pretty conscious of the limitations of MovieMaker (and my own ability) when it came to text graphics, so I figured simple was best rather than an attempt at flash that would just look cheap and cheesy in the wrong hands (mine). Score one for Team Nanny.
At 0:08, you are now hit with...a pan-flute! No folks, your ears aren't lying, that would be Zamphir's "The Lonely Shepherd", a track I loved in an obscure NeverwinterNights mod and just HAD to use it ASAP before someone else stole this gem (*cough*) of an idea. Sadly, it conjures up images of spaghetti westerns, a genre that would have been appropriate if my my AAR was tongue in cheek. However, the music clashes with the tragic seriousness with which I took my writing, and ended up sounding...bizarre. What I thought was a score that helped build the drama likely only produced giggles. This is a prime example of how your favourite music is not always great TW video music.
Next, you will notice the heinous sin of HUD noise and a FRAPS header. I had no idea how to clean that up at the time (it can be done with a black bar overlay add-on), but more likely at the time I was not terribly bothered by it, believing the audience could follow my tactical incompetence brilliance more easily with the visible radar. This screen noise is an absolute no-no and seeing it in this vid is like daggers in my eyes. It interrupts any immersion factor for the audience, and reminds them that they are watching a video game...actually it reminds them that they are watching me watch a video game (even worse).
"We know where all the enemy units are sir...that large object in the sky gives away their position!"
At 0:30, you see the first of many "unnatural" camera movements, as a sweeping aerial cam suddenly rotates downward. These unnatural camera movements (angles and movement that would not be possible in a real movie due to camera equipment limitations, and niggly things like physics and gravity) are one of the Deadly Sins of machinima, as they greatly contribute to the audience leaving that immersion space where they forget that they are watching a video game. It is jarring to the subconscious. The more offensive examples are found at 1:38 and 1:46.
Next, we are hit with another offense - overuse of transitions, and transitions used without consideration of why they are used. In "Mexico", you'll only find the cross-over (where the end of one clip overlaps with the beginning of another) and the blink (fade out/fade in). They are both over-used, and it gets grating by the end. Typically, the cross-over is used to imply passage of time or to demonstrate physically separate events occurring concurrently. The blink is often used to imply that events have taken place that you didn't see, allowing the viewer to fill in the blanks with imagination - sometimes needed when the imagination is better than the tools at your disposal, or to purposely slow down the pace for dramatic effect. However, these transitions were applied in this video randomly and too liberally.
By 0:54, you now realize that you will be watching much of the video in slow motion (thankfully not all). Slow motion can be effective, but as this video progresses, you see the effects of its overuse. When used sparingly and strategically, slo-mo can really help the audience focus on a key sequence. But when it is overused as it was in this vid, it drags the video down and the audience loses interest as they do not know what is important and what isn't.
"Camera crane #4 is down! It just got whacked by a tree!"
At 2:00 where the camera backs up, the trees (or other objects) appear suddenly in the screen, as if born from the lens itself. This oft over-looked error is called reverse-clipping, and while it happens quickly, it is picked up by the subconscious as not feeling natural. Another example occurs at 2:25.
At 2:04, we see the in-game map border (big red lines). Like direction arrows, unit selection colours, and game flags (not the flags the units are carrying, the ugly bobbing ones), these are more assaults on audience immersion, and must be edited out...no shot is so important that it should survive this. I should have re-filmed that sequence from a different angle, or 'staged' that sequence in a separate battle away from the border.
"We can't flank them sir...we just can't cross the thin red line."
Well into the video, you may be noticing that the camera is always moving. There are no stationary camera shots. Without more variety of angles and camera dynamics, the piece becomes visually boring and repetitive. The travelling sky-cam is an effective tool to quickly tell the "big picture" of a battle, but by over-saturating the video with this type of shot in a cinematic video, I was missing the point: the viewer wants to be entertained, not lectured. It is best used sparingly. As well, there are no close-ups and the camera is not unlocked. The right balance of camera movements and angles depends on the impressions and emotions you want for your audience, but in this video, the end effect is a one-trick pony, and you never feel close to the action.
A small positive is that I made an attempt to progress the story in the video with the progress in the music. It is possible to overdo this, and in this video it isn't very subtle. Better videos see a less obvious relationship between the action and the score, often using unorthodox music/sound effect/visual action ties (even being contradictory, which in the right hands can work very well). Many of Naxzul's videos master this delicate relationship, often juxtaposing our expectations with what we are actually watching (jolly music in the middle of a slaughter, for example). "Mexico City" is missing subtly and a deft touch in its use of the music.
Summary
Objectively, this video is very typical of a rookie video. It is clear that heart and soul have been put into the effort. However, the audience is blocked from sharing that emotion because the technical errors pile up. In retrospect, my frame-rates weren't too horrible - I had turned down my graphics enough to record with almost passable fps. Poor frame-rates are one of the Deadly Sins of vid making, and completely remove the audience from the immersion. But the other flaws, such as unnatural camera movements and screen noise are just too much to overcome in "Mexico", and the audience checks out of the pretend world after being constantly reminded that they are watching a recording of a game replay.
Thankfully, the folks here at TWC were too polite to crush my soul.
A great set of timesvaers in a thread that still gets updated by Grimbold'
"Zoom:
Instead of picking the Zoom Tool everytime you want to zoom in or out, simply hold down the ALT key, and scroll in or out on the mouse.
Another tip to scroll to..."
This moth we are going to have a mooding-special tutorial wrap-up for you guys! This is made for you to get the hang of how to mod using 2d art. And if you're a newbie on this field, you can learn alot from the guys making these tutorials!
This month we're making The Community Driven Comic available through download, the story has been having many exciting twists and turns and you still can sign up to write a strip and leave your mark in the saga.
This months freebie is a set of great textures, something which is very useful for every texture artist.
Download Here
*When using these textures, give credit to Louis Lux.
This texture pack contains 5 categories, fabric, human, metal, leather, wood, and a total of 62 textures. The metal textures especially are mind blowing, and should be useful for modders, and artists alike. Many textures can also be used as overlay, to add that last bit of detail to your hand painted textures.
Previews:
Last edited by abbews; February 12, 2011 at 04:36 AM.
Again an Excellent and brilliant issue,an issue that holds everything ! Im gonna rep all 8 of you guys!
One thing though;the Username linked UESW and POTW screenshots,from the 'competition rundown',will just Not load for me,is anyone else experiencing this ?
Wow. I really love how you put together the comic in the PDF, excellent work fellow Graphics Workshoppers!
Originally Posted by Adar
Russia have managed to weaponize the loneliest and saddest people on the internet by providing them with (sometimes barechested) father figures whom they can adhere to in order to justify their hatred for the current establishment and the society that rejects them.
UNDER THE PROUD PATRONAGE OF ABBEWS According to this poll, 80%* of TGW fans agree that "The mod team is devilishly handsome" *as of 12/10