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Post by ironhold on Jul 18, 2018 6:14:15 GMT
So official images from the new She-Ra cartoon are out... comicbook.com/tv-shows/2018/07/16/she-ra-and-the-princesses-of-power-first-look-photos-netflix/...and the more I look at them the more I come to the conclusion that whoever they have on the art team for this show doesn't understand the basics of shading or line weight. Among other things. Sunset sequence: 1. It's clearly sunset. The fence and the background objects are shaded accordingly. The characters aren't. 2. Look at the legs supporting the fence railing. What direction are they pointing in? At best, they appear to be diagonal to the railing. 3. How is that character sitting on the railing with how thin it appears to be? Solo image: 1. In order to show texture on her cape, the artist used fine white lines. Depending upon a person's television screen or monitor, those won't show up. At all. 2. In fact, the entire image needs someone to go back over the lines with a slightly thicker black pen than what was used to ink the outlines. Group image: 1. Again, poor shading. That orb should be throwing light all over the place, with shadows resulting. None of that's visible. 2. Why is there nothing to indicate texture or wear on the clothing? This is particularly bad with the person on the left, as her vest appears to be one solid sheet of material. Gah. This isn't the only animated work from the past few years that has been littered with rookie mistakes and questionable decisions. Who is teaching these people art?
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Post by the light works on Jul 18, 2018 14:05:21 GMT
sunset 1: I didn't see a problem. 2: yes, and? 3: apparently the fence is properly constructed.
solo 1: you're right. I didn't see white lines. edit: did you mean the line where the leading edge of the cape rolls down slightly in front of the body of the cape? 2: why?
group 1: now that I think on it, the characters didn't have shadows. but they did have light flare from the orb. edit: they also don't have their legs, feet, or the ground showing. 2: it's a brand new series. none of the costumes have had any wear, yet.
to me, this looks consistent with the current stylistic decisions characteristic of US based TV quality animation in the current generation.
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Post by ironhold on Jul 18, 2018 15:56:10 GMT
For the sunset image -
The light appears to be coming from the left based on the way the building in the back is shaded. This means that cat guy should be casting a shadow on blonde girl. Yet there's no shadow at all. It's as if the animation cells depicting the pair on the fence were put against the wrong background.
Similar mistakes are in the other images: the light sources should be casting shadows, but they aren't.
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Post by GTCGreg on Jul 18, 2018 16:45:20 GMT
For the sunset image - The light appears to be coming from the left based on the way the building in the back is shaded. This means that cat guy should be casting a shadow on blonde girl. Yet there's no shadow at all. It's as if the animation cells depicting the pair on the fence were put against the wrong background. Similar mistakes are in the other images: the light sources should be casting shadows, but they aren't. Someone forgot to check the "Make Shadow" box on the animation program.
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Post by ironhold on Jul 18, 2018 17:15:41 GMT
For the sunset image - The light appears to be coming from the left based on the way the building in the back is shaded. This means that cat guy should be casting a shadow on blonde girl. Yet there's no shadow at all. It's as if the animation cells depicting the pair on the fence were put against the wrong background. Similar mistakes are in the other images: the light sources should be casting shadows, but they aren't. Someone forgot to check the "Make Shadow" box on the animation program. Despite the best efforts of places like BYU-Provo to teach people proper animation skills, the industry has slowly trended towards an art style developed by CalArts... an art style that features soft animation, simplified designs, and a general tendency towards errors. How bad is CalArts? Reports are coming in that the student body are openly mocking the living legend that is Don Bluth for being too "old-fashioned" with his designs, this despite Bluth's repeated attempts to offer programs through the school. Bluth is regarded as one of the masters of animation; he's right up there with Walt Disney himself (who he used to work for), Tex Avery, Chuck Jones, Bill Melendez, Max Fleischer, Bob Clampett, and Hiyao Miyazaki.
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Post by GTCGreg on Jul 18, 2018 19:32:36 GMT
No one, including Disney Studios, does animation the way Walt Disney did it. And if Walt Disney was alive and doing animations himself today, he wouldn't be doing it the way he did back then. That's not to say that there still can't be quality, but quality takes time and time is money. Some just can't afford to spend the money (and thus, time) to do it right. If the fan base complains loud enough, they will, but they will try to get along as cheaply as possible.
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Post by wvengineer on Jul 18, 2018 21:28:19 GMT
[quote author=" GTCGreg" source="/post/126457/thread" timestamp="1531942356"Some just can't afford to spend the money (and thus, time) to do it right. If the fan base complains loud enough, they will, but they will try to get along as cheaply as possible. [/quote] That's what it call comes down to. Styles like this that forgo shadows and have harder lines and less detail require less programing time to setup, less artist time to create, and less rendering time to actually produce. Less manpower, and less machine time, so the costs of actually generating the video is lower. As long as people watch it, there really is no incentive to change.
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Post by mrfatso on Jul 19, 2018 6:14:33 GMT
[quote author=" GTCGreg" source="/post/126457/thread" timestamp="1531942356"Some just can't afford to spend the money (and thus, time) to do it right. If the fan base complains loud enough, they will, but they will try to get along as cheaply as possible. That's what it call comes down to. Styles like this that forgo shadows and have harder lines and less detail require less programing time to setup, less artist time to create, and less rendering time to actually produce. Less manpower, and less machine time, so the costs of actually generating the video is lower. As long as people watch it, there really is no incentive to change.[/quote] And fundamentally the audience it's actually designed for children mostly won't notice the difference, that a few adult fans of animation complain won't matter.
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