- Cut some scenes out - mainly:
- the breathing front view as that's redundant as it's shown from the back
- The empty cage scene as theres's a more clearer version of that shot with beram in it, so this one is pointless
- cut out one of the travel sequences (the 3rd one) as it doesn't serve a storytelling purpose and just adds time
- Reduce the number of fades in the animation as much as possible - try and limit it to the flashback sequence otherwise they look overused
- For the final shot of the sun setting revealing the castle on fire, do a few tests to see different options in how to achieve that, such as putting the sun on the right and having the camera look overexposed
- On the final shot, try and light it so that you can see the glow of the flames on Beram
- Have a transition between the 2nd and 3rd travel sequence scenes of Skulk walking in front of the camera. This helps tie the two scenes together as the cut would have looked a bit jarring otherwise, as well as shows how Skulk is always there and following behind Beram
The edited animatic
Other feedback included:
- For the walk cycle, as the movement is very subtle I need to make sure the lines are very clean to avoid a boiling effect which would hide the movement
- For the backgrounds:
- keep them lineless
- go for a more painterly approach as this will contrast with the character's flat colour style well
- use blending modes to help with lighting
- once everything is done and composited, make sure to colour grade the scenes to tie them together
- For the workflow, I should make sure that I have all the layouts done, but I could animate before doing the background painting so that I have that done as quickly as possible
The next steps for me are to:
- Complete walk cycle
- find a style of BG by painting one BG
- Do tests for the ending scene sunset
- Layout for al BG's
- Animate everything
- Paint backgrounds
- Composite
- Edit
- Sound
- Colour grade
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