Thursday 3 November 2016

Studio Practice Weekly Production Diary: 24/10/2016-31/10/2016

Tuesday Crit
On Tuesday morning me and my partner presented to our class the idea for our animation, showing off the pre-production work we have so far and garnering feedback for things we need to change in order to properly convey our narrative and define our characters. My main take-away was that we needed to formalise our preproduction work, presenting it in a more professional manner. As it stands, much of our character designs and storyboards are relegated to sketchbook scans, which while functional, would not go down so well in say a pitch meeting or in a more professional setting. Another area we need addressing is in ensuring our animatic clearly conveys the progression of the story. When we showed our animatic, there was a little confusion when the main character pulled out the telescope, something that could have been made clearer in the animatic, but wasn't due to the fact our animatic consisted only of our storyboards set to a soundscape. Our tutor Steve said that while this approach may have suited us for what we were doing, it is important to approach the pre-production process as professionally as possible. An animation is made in the production process, so it is important we present our pre-production work in the most professional and presentable way possible. As a result of this feedback, in the coming week I will revisit some of our pre-production work in order to neaten it up and present it in a more professional way.

Getting accustomed to Maya
I also spent much of this week honing my skills more and more with modelling in Maya. One thing I decided this week was that while still opting for a low-poly aesthetic when it comes to the rocks, I feel the lighthouse would be better served if it was more detailed. After looking at examples of this, notably the Gorillaz music video for 'Feel Good Inc', I have decided a more detailed model would be more appropriate, as the low-poly models I tested with looked a little rough and did not fit with the overall aesthetic of the animation. Having started on the more detailed model which will be used in the final animation, I am hoping to have the model textured via UV Mapping by the end of next week. I also started taking Matt's online character modelling tutorials as a part of PPP in order to get to know more of Maya's modelling and rigging tools.

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