- Видео 3
- Просмотров 167 885
Yuny Ynn
Добавлен 27 янв 2020
Game Animater
Cine Animation Reel (2021 - 2022) KimSeungYun
PUBG New state Cinematic
Maya Animation 애니메이션 작업 파트 클립 모음입니다.
Maya Animation 애니메이션 작업 파트 클립 모음입니다.
Просмотров: 728
Видео
Game Animation Reel (2013 - 2016) KimSeungYun
Просмотров 13 тыс.4 года назад
2013-2016 애니메이션 릴 입니다. Copyright ⓒ KOG.co.Ltd All rights reserved "ELSWORD" 애니메이션 릴 입니다. hh717982@naver.com blog.naver.com/hh717982 vimeo.com/hh717982
Game Animation Reel (2016 - 2019) KimSeungYun
Просмотров 154 тыс.4 года назад
2016 - 2019 애니메이션 릴 입니다. Copyright ⓒ Moaigames All rights reserved 모바일 mmo "TRAHA" 애니메이션 릴 입니다. hh717982@naver.com blog.naver.com/hh717982 vimeo.com/hh717982
Nice action shots!!😍😍😍
I want games like this........but they're MOSTLY ONLINE WHY!!!!!! CAN'T IT FOR ONCE GAMES LIKE THIS BE OFFLINE PLS....(Also love games where you play monster like Evolve, i play it offline)
Suuuuper!!!🤩🤩🤩
This is awesome but how do you create such background and floor thanks
Ace supreme.
This is gorgeous!
What did u use to make this
제일무서운게뭐야?(삭)
와 진짜 엄청난데요? 멋있습니다!
i need your insta
저 역시 게임 애니메이터 인데. 이 캐릭터를 좀 구할 수 있을까요? 부탁드립니다.
ruclips.net/user/clipUgkxKFSOCFH12xRYyjW77QXQFgIcEvz_sJZW?si=C6HKmGV9XVq1k9oS
안녕하세요 애니메이션 잘 봤습니다 :) 질문이있는데.. 혹시 버서커모드나오는 대검든 캐릭터 씬은 초당프레임이 몇으로 작업하셨는지 알수있을까요..?
30f 으로 작업했습니다
The first one reminds me of the warden.
안녕하세요 혹시 렌더링은 어떤 걸 사용하셨는지 여쭤봐도 될까요?
안녕하세요. 코로나렌더 사용했습니다
영상이 너무 훌륭하네요 완전 고퀄 ㄷㄷㄷ 안녕하세요! 저는 단편애니메이션, 단편영화를 하시는 분들에게 도움을 드리고자, 무료 사운드, 음악을 업로드 하고 있는 엠푸맨입니다 :) 애니메이션을 배우는 분들, 종사자 분들 화이팅입니다!!! ^^
this is amazing and incredibly inspiring! <3
-warlock ulti dota 2 -kinda like juggernaut dota 2 -jakiro dota 2 -sf + ck dota 2 -berserk in mmo game echo of souls -3:33 i dont know -acher in black desert? -prototype thats all i know IMO :D
damn i just love the design of it so freaking inspiriting
Did you get the job?
Yeah, I'm working
Hello, how can i get in contact to hire you for an animation job?
Hi, Please send an email to "hh717982@naver.com".
Can't believe you did a 40 sec combo
perfect
Where did you get such amazing models??!! 🤭
Muy buenas animaciones, de que juego/s son?
눈호강 하고 갑니다!!
woaah...... really love the skeleton at 0:50 thank u for sharing ur work so much stuff to learn, love it ^-^)
캐쥬얼의 본좌가 아니실까?
06:57 What's this creature called and which game is he from?
insane work with insane rigs (especially the 1st one) where can we have this kind of rig omg ?
Great!
Cool
3:45 물의 정령
와 제가본거중에 최고네요 짱입니다
If I want to make a game, what software is suitable for creating virtual autodesk characters or autodesk 3ds max?
The dude at 2:40 just REALLY hates blue rectangles.
MAX OR maya?? bro
Incredible reel. You are a Superrr man !
Man Where did you get those crazy puppets???
I love you work you!!! made me drop a tear man!!! Small question please, I just Started doing 3d animations and currently learning the principles and everything, I think you really apply them beautifully. At 3:05 I noticed you almost putted 0 anticipation on this jump and I was wondering why did you made this choice?
The camera does the anticipation, it's a very important notion. Cameras ARE part of the animation, the impact will be way more impressive with a little shake than nothing. He does a little anticipation but the movement of the cam cut it so it feels like he did nothing but the sword leads the jump.
@@Ayde77711 But I feel that since this is for game animation, you're argument on camera animation doesn't really apply,. maybe more for cinema? But I've learned anyway not too long ago that in game animation for the main character you can't get a lot of anticipation for responsiveness, though the enemies them get a lot of it so we can see the attack coming.
Yes, depending on the project, that specific jump could indeed have a antecipation pose. The camera is part of the animation, yes, however since this is a game animation, this camera wont add the antecipation to the character, as suggest by Aydan comment. But he is still right. When we talk about responsive actions, mainly in first person view and isometric view, we have to be very careful about adding too much poses to the character, even when its seens to be the right thing to do. Thats because, for example, when you want to reload your weapon in game or if you want to attack a enemy, if you have a lot of poses, that can slow the player down to its action. Those keyframes would get in the players way too much, even if the animation is correct and right. So, anyway, yes i believe that jump at 3:05 could have an antecipation there, something like 2 or 3 frames at least.
Awesome work. Sorry for my question, I would really like to get into something like this. Is this animation or sculpting, or both? I'm a newly graduated game developer using Unity at the moment, but I also have purchased a couple course on Blender. Is this the type of thing that can be done with Blender?
Dude, the animation is the same in every software.
Its animation, you can do that in maya/blender. Sculpting/modelling is creating the model. Rigging is making the model to have "bones". And animation is making the model alive. :D
3d게임애니메이터 지망생입니다. 데모릴에 간단한 타격효과를 넣고싶은데 혹시 공격이펙트같은거 어떤 기능을사용해서 어떤방식 으로 넣어야하는지 알려주실수있나요. 아니면 공부할수있는 정보라도 알려주시면 감사하겠습니다.
기본 메쉬 및 메테리얼(스텐다드) 애니메이션 사용했어요. RingWave 및 모디파이에 리플 이라는걸 사용했어요
Amazing skills man. Thanks for sharing. If I could offer any bit of advice to help you in the future, it would be save some of the best stuff for the end. The beginning is super important but leaving a strong lasting impression is also helpful.
와우~ 멋져요!! 👍
Amazing weight.
Ooo, my Gosh!!!! It's looks so incredible!!!
Cool! Thank you))
개 레전드에요 늬에
Amazing!!!!!
제 스타일 입니다. 와우...