Scud the Disposable Assassin: The Kid with a Broken Halo
Posted on 2008.08.01 at 04:26Current Mode:
Submitted. Now comes the waiting...
![]() | You are viewing Log in Create a LiveJournal Account Learn more | Explore LJ: Life Entertainment Music Culture News & Politics Technology |
| August 2008 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 |
Headspace
Been having a discussion with Shane Hillman, who did the alt. cover for the Scud omnibus, about whether I should change the color of Jeff’s squid to purple, like it is in the comics.
My feeling was, I generally don’t like to see super-bright primary colors in computer animation. It’s 3D, it’s that little bit closer to reality, and nothing in the real world is that bright. So that was my thought process changing the purple to a light pink fleshy color, to have a color that’s at least somewhat subdued but that still works in a cartoon reality.
We were throwing Photoshop adjustments back and forth. I think if I do change to purple, the shade in the second picture below will be what I aim for. Not in-your-face purple but still… purple.

Original up top, hypothetical adjustments on the bottom. I’m on the fence. Changing it means I have to re-render what little animation I already have. So I want to be sure. What do you guys think?




How's the Scud work going?I've been experimenting with Adobe Audition and music loops to come up with some really crazy music for it. Nothing good enough to save so far and probably not any time soon. I'd like to edit everything together and then treat it like a score. So, run the movie straight from Audition and create the music on the fly. I think that would be really cool. I'm also looking for good metal strikes, like in the Aliens theme, Terminator 2 theme, Invader Zim soundtrack... Can't find any. Where the hell do you think those come from?
Unfortunately, I don't particularly know the best places to look for sound effects, but I don't doubt that there's probably some big sites out there with plenty of stuff to download for free. You might also look into videogame sites; lots of online game-making sites provide lots of sound effects.Cool. I'll look into that. It doesn't seem like it should be a particularly difficult sound effect to find. It sounds like shit you'd hear in a scene with a blacksmith forging a sword or something.
The trick, of course, is getting enough sound effects so that you don't have the same sound every time metal hits metal.It would be mainly for beats in music. So having just one is all I need. But it's gotta be just the right one.
Not a bad idea. Of course, the trick is whether you want to send both versions to Rob. I'd suggest sending him the three-minute version while just surrepitiously mentioning that you made a longer version, which will probably make him request the longer version of his own accord.I would release the director's cut later on, most likely. I'll render out everything I need for the competition, edit that together, then worry about the rest later.
Oh, fine then, Mr. Lazy.It isn't so much laziness as it is I think it might be mathematically impossible to render anything more than three minutes in a month. I still haven't figured out the size I'll be rendering with. 1080p is the dream but probably impossible. 720p is what I did my reel at and that's, like, sub-HD.
The whole process is so technical to me that the patience you must have astounds me. I'm used to studying and analyzing words; the mathematical and technological work that is required for this work just blows my mind.There isn't a hell of a lot of math involved, honestly, outside of physics simulators, of which I probably won't be doing too many for the final product. The rigs I do only involve pretty basic math, like rotating the hands at 90 degree angles and stuff.
That's called "talent". When it's the thing you're meant for, it makes the most sense in the world, whereas so many other things wouldn't.I think it all comes down to the fact that I've always wanted to make movies. And I have a natural inclination towards action and camera angles and editing and visual storytelling. Animation just ended up being a tool towards reaching that end, because unlike in reality, shooting shit in my friend's garage, I have no limits, and if I hit a limit, there's always a way around it, but then I have to learn something first. I get better because inevitably, I'm forced to at some point. I have no problem sitting through 30-odd hours of DVD tutorials if I know it's leading to some goal.
I've spoken to many people who can't fathom acting, where I find it one of the easiest and funnest things I've ever done. It helps to have a healthy sense of play (i.e., to be slightly afflicted with Peter Pan syndrome). I idolize children for their intensity and focus in play; as a kid, it takes practically no effort to play at being Spiderman or the Turtles and literally feel every bit of the stakes that such stories/characters come with.