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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


If you can model or draw realistic characters, by all means go for it, but reality is not a scale on which success is measured. In fact, "realistic" is just a style of drawing, like cartoonish, chibi, anime, stick figure, photo-realistic, etc.; just because something isn't realistic don't mean it isn't good. Also, caring too much about "looking real" can lead to UncannyValley due to a few things out of place, which leads us to #4.

to:

If you can model or draw realistic characters, by all means go for it, but reality is not a scale on which success is measured. In fact, "realistic" is just a style of drawing, like cartoonish, chibi, anime, stick figure, photo-realistic, etc.; just because something isn't realistic don't mean it isn't good. Also, caring too much about "looking real" can lead to UncannyValley UnintentionalUncannyValley due to a few things out of place, which leads us to #4.

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Changed: 1062

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So, you want to have a job in the virtual part of film? There are two types of animation: 2D and 3D. Once you get past the very different ways they're made, the steps taken to make them are fairly similar. Let me explain.

!!1# Do the big things first
This is fairly simple but very important. When modelling or drawing a scene, you may be tempted to do a character first. That's one of the most common places to start, but another good place to start is the room they're in, because that gives you a size reference for everything else there – in other words, it's easier to make characters and objects in an environment than it is to make the environment around the character.

!!2# Don't go to the next stage until the first one is finished.

to:

So, you want to have a job in the virtual part of film? There are two many types of animation: 2D animation. 3D, Traditional, Stop Motion, Flash, Pixel, and 3D.more. Once you get past the very different ways they're made, the steps taken to make them are fairly similar. Let me explain.

explain.


!!1# Do Make the big things first
This is fairly simple but very important.
Backgrounds First
When modelling or drawing a scene, you may be tempted to do a character first. That's one of the most common places to start, but another good place to start is the room they're in, because that gives you a size reference for everything else there – in other words, it's easier to make characters and objects in an environment than it is to make the environment around the character.

!!2# Don't go to the next stage until Next Stage Until the first one First One is finished.Finished.



!!3# Don't be constrained by realism

to:

!!3# Don't be constrained Constrained by realismRealism



!!4# Remember that little things can have a big difference.

to:

!!4# Remember that little things can That Little Things Can have a big difference.Big Difference.



!!5# Have reference images.

to:

!!5# Have reference images.Use Reference Images.



!!6# Consider your target audience.
This is one of the key factors to keep in mind. You see, there is a ''big'' difference between Creator/PBSKids and Creator/AdultSwim. One has to think about what is appropriate for certain ages.

to:

!!6# Consider your target audience.
This is one of the key factors to keep in mind. You see, there
Your Target Audience.
There
is a ''big'' difference between Creator/PBSKids and Creator/AdultSwim. One has to think about what is appropriate for certain ages.



'''It won't happen immediately'''

to:

'''It '''You won't happen be popular immediately'''
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Added namespace to a link


So, you want to have a job in the virtual part of film? There's two types of animation - 2D, and 3D, and once you get past the very different ways they're made, the steps taken to make them are fairly similar. Let me explain.

to:

So, you want to have a job in the virtual part of film? There's There are two types of animation - 2D, animation: 2D and 3D, and once 3D. Once you get past the very different ways they're made, the steps taken to make them are fairly similar. Let me explain.



This is fairly simple but very important. When modelling or drawing a scene, you may be tempted to do a character first. That's one of the most common places to start, but another good place to start is the room they're in, because that gives you a size reference for everything else there - in other words, it's easier to make characters and objects in an environment than it is to make the environment around the character.

to:

This is fairly simple but very important. When modelling or drawing a scene, you may be tempted to do a character first. That's one of the most common places to start, but another good place to start is the room they're in, because that gives you a size reference for everything else there - in other words, it's easier to make characters and objects in an environment than it is to make the environment around the character.



This one applies especially to 3D animation. 3D animation is split into several parts; Modelling (Making objects), rigging (Letting them be animated), animating (Making them move), texturing, and rendering (Filming). These in turn are split into multiple smaller stages, but what's important is that you don't, say, try rigging a model and then going back to continue modelling it. This tends to turn what you're creating into something like a patchwork of "completed" and "uncompleted" .It saves time and effort not to leave a stage until it is finished.

to:

This one applies especially to 3D animation. 3D animation is split into several parts; Modelling (Making parts: modelling (making objects), rigging (Letting (letting them be animated), animating (Making (making them move), texturing, texturing (applying colors and patterns), and rendering (Filming).(filming). These in turn are split into multiple smaller stages, but what's important is that you don't, say, try rigging a model and then going back to continue modelling it. This tends to turn what you're creating into something like a patchwork of "completed" and "uncompleted" ."uncompleted". It saves time and effort not to leave a stage until it is finished.



If you can model or draw realistic characters, by all means go for it, but reality is not a scale on which success is measured. In fact, "realistic" is just a style of drawing, like cartoonish, chibi, anime, stick figure, photo-realistic, etc; just because something isn't realistic don't mean it isn't good. Also, caring too much about "looking real" can lead to UncannyValley due to a few things out of place, which leads us to #4.

to:

If you can model or draw realistic characters, by all means go for it, but reality is not a scale on which success is measured. In fact, "realistic" is just a style of drawing, like cartoonish, chibi, anime, stick figure, photo-realistic, etc; etc.; just because something isn't realistic don't mean it isn't good. Also, caring too much about "looking real" can lead to UncannyValley due to a few things out of place, which leads us to #4.



Human memories are amazing things, but they're also ridiculously flawed. If you want to follow rule #4, you're going to need a frame of reference for anything you do, even if it's not overly realistic.

to:

Human memories are amazing things, but they're also ridiculously flawed. If you want to follow rule #4, you're going to need a frame of reference for anything you do, even if it's not overly realistic.\\



This is one of the key factors to keep in mind. You see, there is a ''big'' difference between kids' shows and Creator/AdultSwim. One has to think about what is appropriate for certain ages.

to:

This is one of the key factors to keep in mind. You see, there is a ''big'' difference between kids' shows Creator/PBSKids and Creator/AdultSwim. One has to think about what is appropriate for certain ages.



'''Watch other's work'''

to:

'''Watch other's other people's work'''



* You have other needs besides your work. Creator/MontyOum made DeadFantasy while balancing a job, a girlfriend, and two weekly sessions at the gym. Make sure you're rested and ready for your project, otherwise you'll just burn yourself out.

to:

* You have other needs besides your work. Creator/MontyOum made DeadFantasy ''WebAnimation/DeadFantasy'' while balancing a job, a girlfriend, and two weekly sessions at the gym. Make sure you're rested and ready for your project, otherwise you'll just burn yourself out.
Is there an issue? Send a MessageReason:
None


This is one of the key factors to keep in mind. You see, there is a ''big'' difference between kids' shows and AdultSwim. One has to think about what is appropriate for certain ages.

to:

This is one of the key factors to keep in mind. You see, there is a ''big'' difference between kids' shows and AdultSwim.Creator/AdultSwim. One has to think about what is appropriate for certain ages.
Is there an issue? Send a MessageReason:
None


Remember, others have put up a lot of work and have done this for a long time. Watch some animations online, look at what they did to accomplish their work.

to:

* Remember, others have put up a lot of work and have done this for a long time. Watch some animations online, look at what they did to accomplish their work.



You won't get noticed as soon as you put up your work. You have to wait for others to see it. Don't go around trying to push it down people's throats. They'll just think you're desperate for attention.

to:

* You won't get noticed as soon as you put up your work. You have to wait for others to see it. Don't go around trying to push it down people's throats. They'll just think you're desperate for attention.



It's better to ask for help over one single problem, than have it accumulate into a fiasco because you tried to fix it yourself.

to:

* It's better to ask for help over one single problem, than have it accumulate into a fiasco because you tried to fix it yourself.



Know your limits. If you can't figure out something, just put the mouse down, step back, and do something you enjoy. It won't go anywhere, so just take a break, and it'll be there when you come back.

to:

* Know your limits. If you can't figure out something, just put the mouse down, step back, and do something you enjoy. It won't go anywhere, so just take a break, and it'll be there when you come back.



You have other needs besides your work. Creator/MontyOum made DeadFantasy while balancing a job, a girlfriend, and two weekly sessions at the gym. Make sure you're rested and ready for your project, otherwise you'll just burn yourself out.

to:

* You have other needs besides your work. Creator/MontyOum made DeadFantasy while balancing a job, a girlfriend, and two weekly sessions at the gym. Make sure you're rested and ready for your project, otherwise you'll just burn yourself out.



The most important bit of advice. Animation is no simple feat, but don't be afraid of the difficulty it presents. Rome wasn't built in a day, after all. Just keep persevering, stay focused, and you'll be able to watch your work, and say "this is what I can do" proudly.

to:

* The most important bit of advice. Animation is no simple feat, but don't be afraid of the difficulty it presents. Rome wasn't built in a day, after all. Just keep persevering, stay focused, and you'll be able to watch your work, work with a smile on your face, and proudly say "this is what I can do" proudly.do".
Is there an issue? Send a MessageReason:
None


This is one of the key factors to keep in mind. You see, there is a ''big'' difference between kids' shows and AdultSwim. One has to think about what is appropriate for certain ages.

to:

This is one of the key factors to keep in mind. You see, there is a ''big'' difference between kids' shows and AdultSwim. One has to think about what is appropriate for certain ages.ages.

!!Advice:
'''Watch other's work'''
Remember, others have put up a lot of work and have done this for a long time. Watch some animations online, look at what they did to accomplish their work.

'''It won't happen immediately'''
You won't get noticed as soon as you put up your work. You have to wait for others to see it. Don't go around trying to push it down people's throats. They'll just think you're desperate for attention.

'''Don't be afraid to ask for help'''
It's better to ask for help over one single problem, than have it accumulate into a fiasco because you tried to fix it yourself.

'''If it's too much, stop'''
Know your limits. If you can't figure out something, just put the mouse down, step back, and do something you enjoy. It won't go anywhere, so just take a break, and it'll be there when you come back.

'''Take breaks'''
You have other needs besides your work. Creator/MontyOum made DeadFantasy while balancing a job, a girlfriend, and two weekly sessions at the gym. Make sure you're rested and ready for your project, otherwise you'll just burn yourself out.

'''Don't give up.'''
The most important bit of advice. Animation is no simple feat, but don't be afraid of the difficulty it presents. Rome wasn't built in a day, after all. Just keep persevering, stay focused, and you'll be able to watch your work, and say "this is what I can do" proudly.
Is there an issue? Send a MessageReason:
None


That said, there's only so much reference images can do. They show an object, but from only one angle. Unless you have dozens of images, you're going to need a mental frame of reference too.

to:

That said, there's only so much reference images can do. They show an object, but from only one angle. Unless you have dozens of images, you're going to need a mental frame of reference too.too.

!!6# Consider your target audience.
This is one of the key factors to keep in mind. You see, there is a ''big'' difference between kids' shows and AdultSwim. One has to think about what is appropriate for certain ages.
Is there an issue? Send a MessageReason:
None


Human memories are amazing things, but they're also ridiculously flawed. If you want to follow rule #4, you're going to need a frame of reference for anything you do, even if it's not overly realistic.

to:

Human memories are amazing things, but they're also ridiculously flawed. If you want to follow rule #4, you're going to need a frame of reference for anything you do, even if it's not overly realistic.realistic.
That said, there's only so much reference images can do. They show an object, but from only one angle. Unless you have dozens of images, you're going to need a mental frame of reference too.
Is there an issue? Send a MessageReason:
None


Little dislike-able things stick out like a sore thumb unless the entire scene is the same style. You can't ignore these things. There's blooper reels, but there's no reels for "looks normal". People write about UncannyValley, but no one mentions "realistic but not photo-realistic".

to:

Little dislike-able things stick out like a sore thumb unless the entire scene is the same style. You can't ignore these things. There's blooper reels, but there's no reels for "looks normal". People write about UncannyValley, but no one mentions "realistic but not photo-realistic".photo-realistic".

!!5# Have reference images.
Human memories are amazing things, but they're also ridiculously flawed. If you want to follow rule #4, you're going to need a frame of reference for anything you do, even if it's not overly realistic.
Is there an issue? Send a MessageReason:
None


This is fairly simple but very important. When modelling or drawing a scene, you may be tempted to do a character first. That's one of the most common places to start, but another good place to start is the room they're in, because that's a fair bit harder.

to:

This is fairly simple but very important. When modelling or drawing a scene, you may be tempted to do a character first. That's one of the most common places to start, but another good place to start is the room they're in, because that's that gives you a fair bit harder.
size reference for everything else there - in other words, it's easier to make characters and objects in an environment than it is to make the environment around the character.

Added: 775

Changed: 69

Is there an issue? Send a MessageReason:
None


!!3# Remember that little things can have a big difference.

to:

!!3# Don't be constrained by realism
If you can model or draw realistic characters, by all means go for it, but reality is not a scale on which success is measured. In fact, "realistic" is just a style of drawing, like cartoonish, chibi, anime, stick figure, photo-realistic, etc; just because something isn't realistic don't mean it isn't good. Also, caring too much about "looking real" can lead to UncannyValley due to a few things out of place, which leads us to #4.

!!4#
Remember that little things can have a big difference.difference.
Little dislike-able things stick out like a sore thumb unless the entire scene is the same style. You can't ignore these things. There's blooper reels, but there's no reels for "looks normal". People write about UncannyValley, but no one mentions "realistic but not photo-realistic".
Is there an issue? Send a MessageReason:
None


This one applies especially to 3D animation. 3D animation is split into several parts; Modelling (Making objects), rigging (Letting them be animated), animating (Making them move), texturing, and rendering (Filming). These in turn are split into multiple smaller stages, but what's important is that you don't, say, try rigging a model and then going back to continue modelling it. It saves time and effort not to leave a stage until it is finished.

to:

This one applies especially to 3D animation. 3D animation is split into several parts; Modelling (Making objects), rigging (Letting them be animated), animating (Making them move), texturing, and rendering (Filming). These in turn are split into multiple smaller stages, but what's important is that you don't, say, try rigging a model and then going back to continue modelling it. This tends to turn what you're creating into something like a patchwork of "completed" and "uncompleted" .It saves time and effort not to leave a stage until it is finished.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

So, you want to have a job in the virtual part of film? There's two types of animation - 2D, and 3D, and once you get past the very different ways they're made, the steps taken to make them are fairly similar. Let me explain.

!!1# Do the big things first
This is fairly simple but very important. When modelling or drawing a scene, you may be tempted to do a character first. That's one of the most common places to start, but another good place to start is the room they're in, because that's a fair bit harder.

!!2# Don't go to the next stage until the first one is finished.
This one applies especially to 3D animation. 3D animation is split into several parts; Modelling (Making objects), rigging (Letting them be animated), animating (Making them move), texturing, and rendering (Filming). These in turn are split into multiple smaller stages, but what's important is that you don't, say, try rigging a model and then going back to continue modelling it. It saves time and effort not to leave a stage until it is finished.

!!3# Remember that little things can have a big difference.

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