- AOR3LARRY
- |
- Honorable Member
So true, So true.
Machinima..is Machinma..its no longer Machinima when flooded with CGI.
That's about as absurd as saying any post-production effects not inherent to the game's engine renders the product non-machinima.
According to the the Academy of Machinima Arts and Sciences, Machinima is:
Machinima (muh-sheen-eh-mah) is filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies.
In an expanded definition, it is the convergence of filmmaking, animation and game development. Machinima is real-world filmmaking techniques applied within an interactive virtual space where characters and events can be either controlled by humans, scripts or artificial intelligence.
By combining the techniques of filmmaking, animation production and the technology of real-time 3D game engines, Machinima makes for a very cost- and time-efficient way to produce films, with a large amount of creative control.
Notice a no point is there a disclaimer saying that post-production effects, CGI that is composited onto a machinima scene, or any compositing renders a video project "non-machinima".
The basis for all machinima is use of real-time 3D engine. Adding stuff onto that via editing doesn't take away the core reality of using a game to film.
You take it defensively, that is your right. but using ridiculous sarcasm, sign of desperation?
Not a sign of desperation Ghosty, I'm defending my project from your attacks.
I can just easy, " The addition of your abomination in particular,Jimbothy, in the grand scheme of what machinima is little of no consequence much like the rest of the "legacy" that has been spewed out.
There is some truth in that, both I, Legacy, and even you will never ever make an impact on what Machinima is like Red vs. Blue did. And if they're employing the use of CGI and effects to make their machinimas look more professional then perhaps that is the lead in the right direction.
If you believe adding bland CGI to ease your own work ( not implying CGI itself is easy) instead of creating things WITHIN the limitation of the games engine, putting time and effort into ensuring that even " plethora of forge world " based sets in the world of today's machinima , that yours is unique to your work, that's engaging, and interesting, and you believe it is not a set of skill that a director posses that you have the right to insult others simply based on that then, by all means, continue.
I do actually have that entitlement, just as use call my CGI bland, I suggest the over-use of forge world with its lego style blocks is the most atrocious feature of Halo machinima. Do people honestly expect the placement of grey metallic blocks to be a base, ship, or other set? No. It looks ridiculous.
But i recon machinma community already has put a stamp on anything that comes with a "legacy" in it, just look at its popularity compared to some independent directors.
Potentially, though it seems the main independent director who can produce such substantial quality is Arbiter617. I'd say Legacy's popularity runs in line when compared to independent directors.
CGI doesn't make machinima great, or unique,ship fly by, drop pods, spiffy consoles, all masks to cover all the flaws, "eye candy".
CGI can make a machinima great and unique, I'd argue given how little is actually applied well in the machinima world. The supposed eye candy adds production value and realism. I don't need to make fake "lego" drop pods when I have the real thing.
I wish you luck, improve you P.R. your "hidden" insults are not hidden when they are obvious.
Similarly, good luck with your projects and the exposure they garner. My insults weren't trying to be hidden, and they weren't insults. You attacked my style and the visual aesthetics I bring to a machinima, I attacked yours. You fight on the grounds that what I create is a mask to a bad story. Conversely, I fight that your inability to employ these elements make your production bad and generic. You start, I finish. The game plays on.
The effects are obviously fantastic. The lighting is nice.
Just remember, it really comes down to a good story over good effects. I'd much rather have a Red vs Blue Season 6 with minimal effects (but all well done) yet a good story.
So far from that I didn't see any characters I was interested in...nor any characters at all really.
However I understand it was just a teaser.
Thank you. I'm glad you could appreciate the effects work and lighting. I know you yourself know what a difficult task it is in trying to pull off projects of this nature successfully - you've done it many times.
While it is flashy and all, i'd like to see what people can do WITHIN the limitations of the engine.
Machinimas aren't supposed to be movies they're just supposed to be for fun. While I understand that this is the way you wanted it to be I wouldn't consider it a Machinima.
I understand the "for fun" aspect of it. I still do it from time-to-time. However, when you factor in professional aspects into the mix, such as getting paid, then "for fun" and seriousness have to merge. That's the stance I take on it.
As for within the limitations of the game, it depends really. Anything asides from Forge World really lends itself to being implemented as an effective set. Forge World I find is more a hinderance than a help. Seeing people pretend to be on a ship made of "lego" in Forge World, using barricades as droppods is not an appealing notion imo. Especially considering the lush sets Bungie and 343i have provided. The overuse of Forge World is what genericizes Halo: Reach machinima. It's like everything looks the same and is made out of the same 5 blocks.
Also, when people are only using the engine of the game and do something amazing with that boring palette is when it is a good Machinima.
That seems reasonable. It's not often that it happens, but it does. A quick glance at Arbiter617's work shows, what is to me, the most impressive use of the Halo Forge World palette. Looking at others' attempts at using the same "colours" only brings disappointment.
Also, what I tend to notice is that when Machinima Directors try to use the Halo storyline to their advantage, they almost always use all of their inspiration from the games and books. That means that Halo Storyline Machinimas tend to be boring or bland and unimaginative.
Yeah, I understand and agree for the most part. It really depends on the skill of the director and team to make the story interesting. On the other hand I have also seen machinimas not within the Halo Universe that have been atrocious. It is pretty difficult to rationalize the people in the spacesuit constantly holding guns or depleted energy swords. It really doesn't lend itself well to other plot lines.
You have put dedication into this Machinima and I congratulate you for what you have created, but it isn't something I'll be watching.
Thanks, I respect that.
I'm just glad to see some original 3D work, and not the constant Nabsuh CGI animation.
Thanks, I'm glad you liked it. He'll be doing sound design on this project. He's a very talented person.
By that do you mean all the CGI models were taken from the game? Because as far as I remember only the drop pod and the reach spartan model have been ripped from the games. Not the Halo Reach frigate (unless of course that's the Halo 2 or Halo 3 model).
Yes, I do mean the CGI models were taken from the game. The Frigate I'm using is a re-textured Halo 3 version, that uses textures similar to that of the Reach one. Provided by my friend Matthew Lake.
Looks cool, but as stated to much filters.
Also as stated I really hope to see a solid story line/dialog/etc. Trailer didn't really confirm those
Thanks, I'm happy you enjoyed it.