I was one of the first guys on the team for the X-COM pitch
cinematic.
While our 2-D animatic and
hero characters were being made I was busy laying out our set, and building low
poly proxy models for all the objects and spaces our characters were going to
exist in and interact with.
I then
placed cameras that closely matched the storyboards and 2-D animatic.
This allowed us to figure out the scale of
our world, test out our 2D ideas in a 3D space, and create an environment for
early animation tests.
The modelers were
then able to very efficiently remodel everything in high poly using my models
as a template.
Creating this low poly set did not take much time, and paid
dividends further in the pipeline since a lot of problems had been figured out before
any really expensive work was done.
Everyone could focus on making a visually stunning cinematic.
Take a look at this layout page showing my early low poly set, and stills of the finished set from the final movie.
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