Last week I was working on a retail spot where we needed a product that wasn’t shot on-figure. But we did have a shot of a similar product. It just needed a little work. This is what I mean by “a little:”
I’m pretty pleased with the end result. It was a fun task to work on, though I hope I don’t have to do it too often…
Caught this yesterday and forgot to post it. Jeff Gabor posted two quicktimes. First, a 4-screen breakdown of several character animations for the latest Ice Age movie: Reference, Blocking (rough animation), Splining (model refinements), and Lighting. The other is an evolution reel, from rough poses all the way through final polish.
They’re large quicktimes, so be warned, but it’s worth the wait to get a small glimpse at how complex 3D scenes are built. All too often, it seems animators and designers want to jump right in and work on the final product, skipping steps. This is a reminder that as with nearly everything, it’s best to start from a general, big picture perspective, then refine as you go along.
[via Motionographer & someone on Twitter, but couldn’t find it anymore]