It all lies in the details.
Sketching has it's own level of detail in it's imperfection. The right type of imperfection is something which should be embraced in 3d. Lineart is largely dependant on detail to create volume and perspective. Where does one want to set the detail in 3d? Cartoony films have a less attention to detail than your average realistic 3d film, but the detail has to lie in the story/events going on for it to have the volume which is needed to generate inntrest whereas the more intense 3d movies can survive on detail without any paticullary brilliant plot. If something catches the eye and the inntrest enough, then the job is done. However there one has to remember that where there is smoke, there also is fire.
On youtube there is a collection of slow motion movies, it is vitally important to look at those not just to copy them, but to also create ones own idea of an enviorment. Not all has to be copied, some parts of it can also be altered to create an alternative physhiqe for that paticular element.
http://www.youtube.com/watch?v=X0-TbUUXDtM
Now, after watching that I really want to create an alternative mechanism for the development of such things.
I have just returned to basic unwrapping, now the pelting still does not work properly on characters, at least not on my computers, but I am trying to fix that problem, in the mean time, here is some work I am doing for a group, random clips here and there in other words. I try to focus a great deal on the artistic/realistic value of things, since it is hard to judge what the group wants from time to time, but it is part of the challenge to be embraced since quite a few of them have been very helpful in throwing out various guidelines for me. I think I might have struck a fair balance for the time being.
mandag 23. mars 2009
Abonner på:
Legg inn kommentarer (Atom)
Ingen kommentarer:
Legg inn en kommentar