I wanted to wait for some kind of weekly terraining exercise to come along that was relevant but I really just want to share my creation with you guys! Feel free to critique/give some feedback, it was my first attempt at a voice over.
thanks! Was expecting a bit of critique over my voice (did a slight voice change to make sound deeper and added a vibe to make it sound like it a room) or maybe the logic of the "story" involved ;)
Overall, I would say this is a very well made film. The terrain was quite good. My only real critique about that would be that the lighting didn't feel particularly special. There are some parts in which the lighting could have been improved to fit the mood, in my opinion, such as the initial shots in the city, and the shot inside the room with the sniper. Perhaps darkening the ambient light could have helped.
One more thing which I can't quite put my finger on are the transitions between the different shots. They just feel a bit stiff to me in some cases.
All that aside, I think this is a fantastic cinematic, and I think you should definitely make more. :)
Very nice! Really liked it, agreed with Wargirl that it'd be sweet if you made more in the future :)
Just one thing, maybe increase the volume of your voiceover, or lower the music volume? Not sure if it was just me, but had some trouble hearing you at some parts because of the music
I can hear some soft fuzz in the background of the audio. It's either the mic or the music. I'm assuming it's the mic. In Audition, an easy way to get rid of this is to grab a noise reduction profile of an empty spot with no talking and apply a max strength removal to the entire waveform with that profile. This will get rid of most background sounds like that.
At 00:08 - Panning over the street with the crowd on the side. All of the individuals are very static and come off to me as being copy-pasted with their colors changed a bit. The left side also needs a bit more "noise" so to say to offset the higher focus right, else it makes the camera seem kind of off center in what it wants to focus on, since the entities are on one side only.
In general, the light shadowing looks really off without raytracing. But this is sc2, and there's only so much you can do... I would suggest fake shadowing, but I am not sure how hard that would actually be to make, and is probably outside the scope of your work.
00:25 - The object the bundles of money are sitting on has severe UV and smoothing issues.
00:30 - Pop in your audio. Some pop filters (software-wise) can alleviate this but I found manually editing the waveform in vegas and cross-overlapping audio with very specific per-instance curves can actually cut out a lot of pops. Also, a 200<= hz filter can axe many pops as well. Also, I feel shadowcasting would make this scene stand out more.
00:37 - The hyper low-res terrain under the objects should be corrected. Use the console command "texuvset", iirc, to help average the resolution of objects. In general, whether your end result is high res or low res, consistency is the most important thing to aim for.
More pops are also heard around this portion. They stand out more to me than your voice at this stage.
1:09 - The cape looks really weird. It's sort of this flat, boxy thing, and has no weight or gravity to it whatsoever. It looks really goofy.
Alright. As far as fan-made cinematics are concerned, I've certainly seen a lot worse, and in many of those cases I would be willing just to write them off and never think about it again. But I actually think with practice like that you had here, your voice can actually work pretty well. It's less about the voice itself and more about how you carry it. I see it as sort of a blend between overacting and timing. You are aiming for this sort of slow emotional tone at points and then swing into pronounced diction and those swings are where the inexperience shows the most. No magic trick to this. Keep it up, buddy.
thanks! For the soft fuzz it actually came from the music, I should have edited it slightly to get rid of that. I certainly had difficulty getting animations to start at different times to make animations look more organic and not all together, ill experiment with plopping in a few things at different times to make sure things are not so synchronized up.
Just about everything you said would be a good thing to explore and look at, tho I am not certain how to use the "texuvset" command myself.
The only reason why I would not continue making these is because I have to bother other people to record the video for be because my computer is not powerful enough to record without lagging horribly, even when graphics are at a fairly low setting.
As for the voice, I did feel like I had difficulty fitting the mood, I have never taken any real acting or voice acting lessons in my life so after like 10 re-takes this was the best one I could muster up XD
Edit: So if I were to polish this baby up, sounds like I would have to put another 5-6 hours on top of the 24ish hours of work I already put in :p
I would say your voice sounds a tiny bit too 'wavering'. It's a bit too much 'wannabe old man narrator', and I think you could cut back on that just a little bit. Other than that, this looks pretty nice. Music makes for good atmosphere.
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I wanted to wait for some kind of weekly terraining exercise to come along that was relevant but I really just want to share my creation with you guys! Feel free to critique/give some feedback, it was my first attempt at a voice over.
Ummm....that was awesome!
@Hockleberry: Go
thanks! Was expecting a bit of critique over my voice (did a slight voice change to make sound deeper and added a vibe to make it sound like it a room) or maybe the logic of the "story" involved ;)
@joecab: Go
Good story, I think you need to be making more little storys until you have a full movie that will be awesome to have. Good job nice city terrain.
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I quite liked it. Deep, powerful, and meaningful for sure. Great terrain, and I liked the still shots for the cinematic.
@joecab: Go
Overall, I would say this is a very well made film. The terrain was quite good. My only real critique about that would be that the lighting didn't feel particularly special. There are some parts in which the lighting could have been improved to fit the mood, in my opinion, such as the initial shots in the city, and the shot inside the room with the sniper. Perhaps darkening the ambient light could have helped.
One more thing which I can't quite put my finger on are the transitions between the different shots. They just feel a bit stiff to me in some cases.
All that aside, I think this is a fantastic cinematic, and I think you should definitely make more. :)
Very nice! Really liked it, agreed with Wargirl that it'd be sweet if you made more in the future :)
Just one thing, maybe increase the volume of your voiceover, or lower the music volume? Not sure if it was just me, but had some trouble hearing you at some parts because of the music
Alright. Here's some feedback.
I can hear some soft fuzz in the background of the audio. It's either the mic or the music. I'm assuming it's the mic. In Audition, an easy way to get rid of this is to grab a noise reduction profile of an empty spot with no talking and apply a max strength removal to the entire waveform with that profile. This will get rid of most background sounds like that.
At 00:08 - Panning over the street with the crowd on the side. All of the individuals are very static and come off to me as being copy-pasted with their colors changed a bit. The left side also needs a bit more "noise" so to say to offset the higher focus right, else it makes the camera seem kind of off center in what it wants to focus on, since the entities are on one side only.
In general, the light shadowing looks really off without raytracing. But this is sc2, and there's only so much you can do... I would suggest fake shadowing, but I am not sure how hard that would actually be to make, and is probably outside the scope of your work.
00:25 - The object the bundles of money are sitting on has severe UV and smoothing issues.
00:30 - Pop in your audio. Some pop filters (software-wise) can alleviate this but I found manually editing the waveform in vegas and cross-overlapping audio with very specific per-instance curves can actually cut out a lot of pops. Also, a 200<= hz filter can axe many pops as well. Also, I feel shadowcasting would make this scene stand out more.
00:37 - The hyper low-res terrain under the objects should be corrected. Use the console command "texuvset", iirc, to help average the resolution of objects. In general, whether your end result is high res or low res, consistency is the most important thing to aim for.
More pops are also heard around this portion. They stand out more to me than your voice at this stage.
1:09 - The cape looks really weird. It's sort of this flat, boxy thing, and has no weight or gravity to it whatsoever. It looks really goofy.
Alright. As far as fan-made cinematics are concerned, I've certainly seen a lot worse, and in many of those cases I would be willing just to write them off and never think about it again. But I actually think with practice like that you had here, your voice can actually work pretty well. It's less about the voice itself and more about how you carry it. I see it as sort of a blend between overacting and timing. You are aiming for this sort of slow emotional tone at points and then swing into pronounced diction and those swings are where the inexperience shows the most. No magic trick to this. Keep it up, buddy.
I didn't follow the plot at all :S
maybe its 2deep4me
@IskatuMesk: Go
thanks! For the soft fuzz it actually came from the music, I should have edited it slightly to get rid of that. I certainly had difficulty getting animations to start at different times to make animations look more organic and not all together, ill experiment with plopping in a few things at different times to make sure things are not so synchronized up.
Just about everything you said would be a good thing to explore and look at, tho I am not certain how to use the "texuvset" command myself.
The only reason why I would not continue making these is because I have to bother other people to record the video for be because my computer is not powerful enough to record without lagging horribly, even when graphics are at a fairly low setting.
As for the voice, I did feel like I had difficulty fitting the mood, I have never taken any real acting or voice acting lessons in my life so after like 10 re-takes this was the best one I could muster up XD
Edit: So if I were to polish this baby up, sounds like I would have to put another 5-6 hours on top of the 24ish hours of work I already put in :p
why is only the sniper moving at all
I would say your voice sounds a tiny bit too 'wavering'. It's a bit too much 'wannabe old man narrator', and I think you could cut back on that just a little bit. Other than that, this looks pretty nice. Music makes for good atmosphere.