Stylized Animated 2D 이펙트: 팁과 트릭



Stylized Animated 2D 이펙트: 팁과 트릭

금별 0 7,499 2020.01.20 14:07

Stylized Animated 2D Effects

 

 

 

Introduction

 

Hi! My name is Dmitry Sarkisov, I am 21. Though I'm a history teacher by education, I work as a 2D FX animator. I do frame-by-frame 2D effects for games and videos. 

 

In the beginning, I was making animations for stickman fighting games, a very popular genre in 2007-2012 that has survived to the present day. Back then, I had no clue about market pay rates and worked for very low fees. 

 

 

I created my very first animation in 2008 when I was 10 years old, using an old camera with a touchscreen and built-in application similar to Paint. I'd take a photo, duplicate it many times, and draw animations with a finger right on the photos, without onion skinning. At that time, I didn't even know that there existed professional software for animation or graphic tablets.

 

Inspiration

I draw inspiration from a lot of things, but Blizzard’s cinematics are a major one and their games have probably influenced my taste in general when it comes to creating effects. I also like old-school animated films like The Iron Giant, Titan: A.E., Treasure Planet, The Secret of NIMH, The Lion King (1994), Atlantis: The Lost Empire, etc. As for some recent movies, I really liked Klaus and it inspired me to learn snow effects.

 

 

Workflow & Techniques

A little disclaimer before I start sharing my workflow and favorite tricks: everything I am going to talk about is highly subjective.

 

Another disclaimer: for my home studies, I usually combine sprite sheets with Particle Systems in Unity. 

 

 

First of all, let's speak about drawing with a mouse/tablet. Smooth drawing with a mouse is an easy thing to do. Frame by frame, I use Eraser to “sharpen” the blunt ends of the lines to make them look as if they were drawn with a tablet. However, this process is much more time-consuming, so if for some reason you still draw with a mouse, I recommend you to buy a tablet.

 

 

Next, the smooth transitions between frames. Here, the workflow depends on the desired effect. As I see it, the frame number is one of the many ways to improve smoothness (the higher, the smoother) but it doesn’t always work.

 

 

The color theory wasn't something I studied, so nowadays I have to play with different color palettes many timed until something inside me clicks. Things don't always turn out the way I expect them to but I am getting better each day.

 

 

I also often play with double framing to improve the velocity and dynamics of my effects. But mind that it's not the only way to do that: some animators don’t use this trick and still produce animations with great style and dynamics.  

 

 

 

 

Advice for Learners

If you want to learn effects, the best piece of advice I can give you is just to keep practicing. Take your time, pay attention to the details and stop beating yourself up if things don't work out. That’s it.

 

To be honest, I have never used any books, tutorials or special courses to study FX. What I do is analyze cool effects created by talented artists and try to understand what makes them so great. Plus, I sometimes rewatch and study old animated movies.

 

Dmitry Sarkisov, FX Artist

Interview conducted by Kirill Tokarev

Comments


번호 포토 분류 제목 글쓴이 날짜 조회
1349 언리얼4 Fire Projectile in Unreal Engine 5 Niagara ashif 07.03 15
1348 언리얼4 Nova Shield in Unreal Engine 5 Niagara ashif 07.03 20
1347 언리얼4 Teleport Blink in Unreal Engine 5 Niagara ashif 07.03 13
1346 언리얼4 Void Pulse in Unreal Engine 5 Niagara ashif 07.02 31
1345 언리얼4 Vipers Pit AOE in Unreal Engine 5 Niagara ashif 07.02 25
1344 언리얼4 언리얼 - 사실적인 데칼 균열 제작과정(한글자막) 금별 06.01 383
1343 언리얼4 언리얼 - 물결 형태 텍스쳐 트랜지션 효과 제작과정(한글자막) 금별 06.01 344
1342 언리얼4 언리얼 - Niagara에서 정적 메시를 사용하여 사용자 지정 파티클 모양 만들기 금별 05.17 416
1341 언리얼4 언리얼 - 포스트 프로세스 2D 페이지 넘김 효과 머트리얼 예제 금별 05.17 337
1340 언리얼4 언리얼 - AI 활용 블랙홀 셰이더를 업그레이드(한글자더빙) 금별 05.17 361
1339 유니티 유니티 - 호박(Amber) 셰이더 제작과정(한글자막) 금별 05.12 360
1338 언리얼4 언리얼 - HLSL 심층 설명 4_레이마칭 활용 평면정사각형 메시 3D 구체로 변형 금별 05.12 372
1337 언리얼4 언리얼 - HLSL 심층 설명 4 -UV 좌표를 레이어로 반복 쌓아 깊이감 있는 오목볼록 효과 구현(한글자막) 금별 05.06 417
1336 언리얼4 언리얼 - HLSL 심층 설명 3 -큰 원의 궤적을 따라 작은 원 배치효과(한글자막) 금별 05.06 367
1335 언리얼4 언리얼 - HLSL 심층 설명 2 -원형(Circle) 기반 쉐이더를 구현(한글자막) 금별 05.06 421
1334 언리얼4 언리얼 - HLSL 심층 설명 1 - 그라데이션 변화 도구 구현(한글자막) 금별 05.06 783
1333 언리얼4 언리얼 - 03 나이아가라 트레일 매직 매트릭스_1단계 - 스트립 방출 금별 05.04 426
1332 언리얼4 언리얼 - 02 나이아가라 트레일 매직 매트릭스_2단계 -스트립 트리거 매트릭스 금별 05.04 340
1331 언리얼4 언리얼 - 02 나이아가라 트레일 매직 매트릭스_1단계 - 스트립 방출 금별 05.04 387
1330 언리얼4 언리얼 - 01 나이아가라 트레일 매직 매트릭스_2단계 - 스트립 트리거 매트릭스 금별 05.04 354
1329 언리얼4 언리얼 - 01 나이아가라 트레일 매직 매트릭스_1단계 - 스트립 방출 금별 05.04 361
1328 언리얼4 언리얼 - 00 나이아가라 트레일 매직 매트릭스 효과: 초보자를 위한 속성 금별 05.04 462

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand