Why are modern animated movies so afraid to have traditional animation and sexy little girl characters
Why are modern animated movies so afraid to have traditional animation and sexy little girl characters
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Money and watch SCOOB
I like it more for the animation and the fuzzy feelings it gives me. It's one of those movies where it's best to not think too hard about the plot.
We didn't deserve the wonder that is Daphne
Velma didn't bother me (maybe because I'm not american), maybe if they have changed Daph. Although for some reason adult Daphne is not really cute. The cop lady or the bowling girl has a rounded face and nose while Daph is sharp and looks weird.
The whole movie should've been them as kids. Not because of the loli potential (they dropped the ball on Velma anyway, she's usually my favorite), but it's one of the only non-Dick Dastardly parts of the movie I enjoyed.
I don't really care whether or not she's hispanic or not (she's been asian before and I didn't give a shit then). In this movie she's just exudes bitch energy, and not a fun kind of bitch like she was in Mystery Incorporated.
The primary reason is that 3d is more versatile and reusable.
With 2d you need a few masters at animation and they'll each do a handful of scene that will be stitched together, and that'll be the end of their job.
With 3d, most of the assets and rigs can be reused again by a completely different team to do advertisements, sequels, spinoffs, tv series, video games, etc. For any big company that always leaves themselves open for more sequels, it's an easy choice.
Yes, it would have been better as a kid Mystery Inc movie. I loved the intro.
It is versatile all right but 3D advances a lot in a few years, you can't just reuse stuff from a previous movie. And a series will never have the budget of a movie so can't be on the same quality as the main models.
>traditional animation
Needlessly expensive. All you fuckers really want is linework and shading that mimics traditional animation anyway. And you only want that because of nostalgia.
Look at videogames instead of movies. 3D is incredibly flexible in terms of what can be done in terms of art style, the problem is Disney/Pixar want to stick to a single uniform art style so its easier to recycle assets.
>they changed Velma's race
Tell me how I know you didn't watch the fucking film.
Terrible waste of dubs for this post.
>3D is so bad, it all looks the same
Yknow everyone says money but its not like it costs any less does it? I mean now instead of paint for a factory of sweatshop workers and a team of artists l, its now wacom cintiqs and licenses mixed in with engineers and technicians. Is it entirely true that 3d or digital is any more cost effective? Sure for independent and small teams this is the case - but are big studios spending any less? Genuinely curious.
It has nothing to do with equipment. It takes more time. More time equals more money.
>you can't just reuse stuff from a previous movie. And a series will never have the budget of a movie so can't be on the same quality as the main models.
That's completely wrong, you absolutely can and I've done it myself since I work in video games.
At worse you have to do some retopology to make the models usable in your medium but that takes waaaay less time then creating it from scratch. Up-scaling and down-scaling 3d models are a thing.
Even at lower budget you can absolutely re-use original assets and it's common practice. It'll just look inferior since you'll have less money for competent animator/lighting artists who are using the rig.
I grew up on mostly CGI movies, I was just watching ADGTH and was thinking about how shit. Animated movies have gotten from an animation and thematic standpoint
we've got... Klaus. I guess? It takes years to animate it. Menahwile in CGI you make puppets and tweak it until the producer is satisfied.
Was this a yearly video game? Because I can't imagine The Last of Us II using models from the first or Incredibles 2 using 1 models.
Damn gonna have to see of Polyle or Season are up for drawing some Wonder Daphne.
I work in the animation industry, the cost is not that different. Hell I'd argue that traditional 2d animation is even cheaper.
The biggest problem lies with how 2d animators are difficult to manage and can cause lots of issue due to how unique to each individual the craft is. They need to be absolute masters and are often difficult to replace since they bring their unique artstyle with linework, color, volumes, etc.
If a 2d Lead Animator who does most of the keyframes that all the other animation rely on and base their artsyle from decides quits for whatever reason, you're in big trouble.
On the other hand, if a 3d animator quits, he can easily be replaced with another 3d animator and the change will be there but way more minimal. The model will still be the same, the lighting will still be the same, so will the color (texture) and the skeleton rig.
The other benefit of 3d is like other user said, you can re-use all those assets for different projects, sequels and spinoff.
The unique style is what gives animation the charm, but I know all too well that corporations couldn't care less about that shit.
and after 5 years show looks like ass, because technology advanced
A big part of the problem is simply the transition from 2D to 3D animation leaves a lot of people who're trained in 2D animation not knowing how to make 3D animation look good. Squash-and-stretch wasn't really common in early 3D, but it's been doable for a long time. Then there's things like smear frames, which creating in 3D is really hard to explain, but most would probably just look better with a higher framerate. Not more keyframes, just a higher framerate.
Alien Isolation, we got a shiton of the 3d Alien models from the movies and a bunch of photoscan 3d models of props and background elements to use in the game.
Little bit of retopology and they're good to go, same with spinoff and what not.
And I can guarantee you that their reusing or improving on assets from last of us 1.
3d art is not just the superficial visual things you see. It's things like rig skeletons, lighting technology, texture technology, etc.
And 3d models can be upscale and change.
You can take your Joel from the first game, throw him in z-brush, double the polygon count, add some wrinkles/details and voila, you saved yourself having to build it from scratch again. It's still takes work but way less then re-making it.
>take your Joel from the first game, throw him in z-brush, double the polygon count, add some wrinkles/details and voila, you saved yourself having to build it from scratch again.
I would have thought the model was made with more polygons and details, then retopology down to what the game/engine can take and doing it again with the original for the sequel.
Here you go a shitty edit I made when the first trailer came out.
That's correct, they most likely have a master model of Joel that's higher quality then what is in both game.
My point was that they probably still did some change to his model for art direction and also since he ages in the sequel.
Interesting. I didn't thought that movie props can downscale to video games. Nice.
CUNNY
I guess it is mostly France and Japan that still have both, sorta... modern 2D uses different tools but still can produce as good results or even better the limiting factor being budget.
Retopology my dude.
Even in movie, those 3d models are still just triangles, you can keep reducing the amount while keeping the texture and skeleton rig the same. And with something called a normal map you can simulate some of the original detail from the high res and project them on the shitty model.
People caught to the fact that they were mostly getting off on this.
There is this video trying to explain Satoshi Kon work and it explains why he choose to work on animation instead on live action. Even with special effects there are many things that you can do with 2D animation that you can’t do with love action mostly because 2D is stylized and you have total control over what is in the screen so you can remove useless information from the screen and have a higher density of useful information allowing you to make transitions in less frames for example. I think the same thing is true with 3D to a lesser extend. 2D still is a better way to tell a story.