You're racing against the clock in CG work. Which details should you focus on or simplify?
Meeting tight deadlines in computer graphics (CG) work requires focusing on key details and simplifying non-essential elements.
When you're racing against the clock in CG work, it's crucial to focus on the most impactful details while simplifying others. Here's how to manage your workload effectively:
- Prioritize key elements: Focus on the main assets and characters that drive the scene.
- Simplify backgrounds and secondary details: Use low-poly models and textures for less critical components.
- Automate repetitive tasks: Use scripts and tools to speed up processes like rendering and rigging.
What strategies have worked for you when time is tight in CG projects? Share your thoughts.
You're racing against the clock in CG work. Which details should you focus on or simplify?
Meeting tight deadlines in computer graphics (CG) work requires focusing on key details and simplifying non-essential elements.
When you're racing against the clock in CG work, it's crucial to focus on the most impactful details while simplifying others. Here's how to manage your workload effectively:
- Prioritize key elements: Focus on the main assets and characters that drive the scene.
- Simplify backgrounds and secondary details: Use low-poly models and textures for less critical components.
- Automate repetitive tasks: Use scripts and tools to speed up processes like rendering and rigging.
What strategies have worked for you when time is tight in CG projects? Share your thoughts.
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If I have to answer this question this will be the definition in the character and the environment where the character is put in.
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If there is one thing that tends to stick out in really poorly done CG, it's the stilted and/or "too perfect" movement. Most animators understand the concept of "secondary" motion, which is the broader umbrella of those little variances in movement that underlie what might otherwise be simple motions. Even things like a character blinking can look off if you make the movement of the eyelids smooth. Imperfection helps you leap across that uncanny valley. Sure, there will be low-hanging fruit like lighting mismatches, poorly setup filters, etc., but believable movement does more to suspend disbelief than quite a lot else.
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Please be sure to realize your visual priorities. Characters 1. Focus on major details, that define your character, and lose the small details Environment 1. Divide your environment on the base of tiers. Things that are visually close to the player, or are interactive, should be Tier 1. Remaining assets can take a hit. 2. No work from scratch, be resourceful and use models available on different 3D sites Animations 1. Instead of making assets first for animation and implementing the animation afterward, make animation with primitives first
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Je pense surtout qu'il faudra d'abord se débarrasser de cet esprit de perfectionnisme qui nous anime et voilà juste , Prioriser les éléments clés, faire passer le bon message à la cible !
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a prioritised workflow diagram on a real life board to see every time poeple pass it by, another one to use while doing the work, showing problematic-hard (explaining why)/expected to be ones with names attached to them to show who is responsible for the work, and how many hours or days it's overdue in a separate column. no hidden shadow responsibilities out there, when the crap gets closer to fan it also has an ability to boost concentration and "willingness" to work. a team has nothing to hide from each other and no one has the luxury of being the clogger in the pipeline.