Delura EP 005.03

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Author Comments



----Ryan Roye
Lead Development
Character design
General Modeling
General Textures
Final Lighting
2d/3d Animation
Sound Design
Post Production
Composer: MetroTech Dream (0:55)
Voice: LI.BA.sie default computer voice
Voice: Misc pedestrians

----Frank Hunter
Voice: Charlie

Voice: Felix

----Robert S. Benjamin
Voice: Dodger
Voice: Ivan

----Edward Bosco
Voice: Rudo

----Davey Arnette
Voice: Swami

Piano Notes: MetroTech Dream (0:55)
Composer: Delura Intro Theme (Pathe the Way)
Composer: All music (2:07-END)
Sound Mixing
Voice: "No" Blob

Detail Ship models

Prop model and animation (wristpad)

Detail Ship models
Background texturing (Comm building, Parking area)

Mocap pedestrian animations (Jimmyrig)

----Parker B.
Primary Lighting
Additional surfacing details
Clothing Model/textures: Lucius


----Larry "SplineGod" Shultz
Departed mentor, and friend.

Vocal clips from EP 005.01

----Debbie Grattan
Vocal clips used from EP 005.02

----Dan Dulberger
Lightwave workflow enhancement plugins

Provisioner: Free Pixel art

----Damian Sobieralski
For believing in us!


Very cool! Man, so much work went into this, fantastic!

Not into anthropomorphic stuff usually but this is a well crafted animated series. The models may be low poly but the textures, syncing and voice acting shows the creators really care about this series. Interesting work, I hope to see more!

Very well done, Sir.

Honestly, I did not know what was actually going on most of the time, but I suppose its because I have never watched any of the other episodes.
Both humour and overall style remind me of the old "Ratchet & Clank" games, wich is a good thing, as it gives me that objective-judgement-numbing feeling of nostalgia I associate with all things PS2.

Ah, childhood...

My only complain would be the shading and the textures. From my point of view, it would greatly improve the quality of your work if you used moderate cel shading instead of Phong or plastic shading, as most 3D-graphic animations do (wich, again just my opinion, causes the whole picture to look awkward despite of detailed designs and good animation).
The fact that your character models and backgrounds are rather edged would be another reason to use cel shading, as it looks particularly good on low-polygon animation (just think of "Jet Set Radio", for instance). The resulting lack of surface detail could then be compensated through the use of detailed hig-res textures.

Of, corse, these are just some Ideas, and I am everything but an expert on the subject. Still, I admire the effort that went into this , as well as the final product, and would be glad to see your skills develop.

Tanadrine-Studios responds:

I will say that once I get my hands on some better hardware, a lot of those hard edges and render errors will disappear. Because the hardware I'm using is literally a decade old, I had to composite the majority of the shots to avoid memory ceilings and cpu overload... with software that wasn't really designed for compositing to boot (Blender).

As for cel shading... I'm going to use your suggestion at some point in an experimental short, as i've never really delved into that very deeply. I think it'd be a perfect opportunity to test things out!

The detailed commentary is greatly appreciated, thank you!

I love being a part of this!
Well, needless to say , huge graphical improvement in this episode, looking better every time.

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Credits & Info

4.26 / 5.00

Jan 24, 2013
8:35 AM EST
  • Daily 4th Place January 26, 2013