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Short Film: Uyir

3

"Uyir is a 3D short animated film I made about a loving and peaceful grandfather and his granddaughter and how things go horribly wrong."

solowy writes:

After 1 and a half years of work, I've decided to close the book on my 4th animated short film project. Uyir is a 3D short animated film I made about a loving and peaceful grandfather and his granddaughter and how things go horribly wrong.

I used pretty much Blender only for this project (and a bit of GIMP for the texturing).

Of course, I have to thank the members here on BlenderArtists for their continued help and support throughout this project and have definitely made my film even better than if I had worked on it alone. I also have to thank the guys at BURP Renderfarm and its volunteers since they pretty much rendered most of my film. I would probably still be rendering the first scene of my film if I did the rendering on my own, lol.

This project was a great learning experience for me. I feel like I've learnt a lot about filmmaking, storytelling, character development and 3D animation.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

3 Comments

  1. The good:
    The overall shape of the characters, especially the heads
    The lighting
    Sync to music
    Editing and shot compositions
    Art direction + the direction in general
    Environments

    The bad:
    And not really "bad", it's obvious a lot of love and labor went into this, but some things could use improvement.
    Lots of tiny things, especially with shadows and animations.
    Shadows seemed a bit too hard and blocky sometimes.
    The animation could also be smoother, while I could chalk that up to animation style, there were somethings that looked like IK issues that could be addressed, mainly joint popping and the IK end effector being too un-animated at times.
    The bane of every GI renderer's existence, noise; IMO it especially needs to be avoided in the eyes for close-up head shots.
    I also thought the eye directions were too extreme sometimes - I would have adjusted the head so that the eyes could be more centered in some places.

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