I looked at lot of pre-vis's to get a look at what to do, and got scared and just decided to do it.
I think i'm having an incy bit of a crisis of confidence with this mainly because I really liked the look of my animatic so there's the whole "do it in 2D?" thought. But I know why i'm choosing to do this in 3D (and not 2D) and I really really want to challenge myself, and I know i'll really be pushing my limits to get this to turn out how I want. ALSO once i've figured out my textures this will make it look rather 2D so huzzah.
So what did I learn?
- Key framing is quite soothing - but only if you remember to key frame your changes of each camera and pose.
- In earlier scenes I was aware I needed to key frame the starting positions of poses I would later move, so when I move them later on, the poses were in wrong positions at that beginning. Touche Maya, lesson learned
- Camera angles are EVERYTHING
- I think this DEFINITELY showcases my lack of Maya camera skills, and I struggled quite a bit with the placements and getting used to moving them. The scaling of my scene didn't help either I don't think. But I know I need to do quite a bit of research to find out how I can make this work for ME. And i'm gonna look back to what I did for the 48 hour film project in terms of camera work and angles.
- ALSO I didn't realise pretty much till the end that I wasn't always lining up my camera with my model haha. So this created a weird skewed affect that I didn't quite understand. Until I released that the camera and my model were miles apart
- Save difference camera's as a separate scene
- Luckily this was a tip I picked up from Amit before I started so I was armed. Doing this DEFINITELY saved my arse a few times. So if I found i'd made a mistake, or accidentally moved a camera etc I could just open up the scene with that camera angle and edit away and do a new playblast
- Research the hell out of cameras - To make sure I get the right angles and can use them confidently. I'm also going to take Phil's advice to think like a camera man! I'm going to do some practice, and avoid the linear look - the more natural the better.
- Timing, timing, timing - This is something I really need to watch out for, especially when it comes to the dance sequence, but I think i'll have le-way here.
- Short-Cuts, Kinda - Motion capture is definitely a potential avenue for parts of the dance, especially once the sequence is locked down. This will take a load of in terms of key framing, and stop me destroying Maya.
It's also time to start facing the the UV based texture monster that is texturing - i'm due to start this in a couple of weeks, and Phil has given me some ideas of how to approach it.
I've been nattering on about it for a while and my idea's about it keep changing, but he's strongly suggested that I bring in some of my concept art style to it, which I feel is definitely the route to go down with this character.
I've been umming and ahhhing a bit with toon shading because it still didn't seem right, but Phil's suggested I make my own changes to it via Photoshop. I'm going to start doing some tests in a couple of weeks, and i'm hoping the process will make me like texturing more!
Some examples of the style from The Wolf Amoung US which looks awesome
I think I could create something REALLY cool if I continue down the same line as my concept art.