In terms of problems within the team of Exodus and general production issues, there hasn't been that many faults to report. We have had a solid plot, narrative and story line that we have pretty much followed through to the end of production. We havn't had any arguments or negative disagreements, if a member of the team has had an ideas to import into the trailer production, we have taken the claim into account and added it to the foundations.
However in any team related production there are bound to be some mishaps that occur. Our main weakpoint in Exodus was time management. We have had set deadlines on when to have a particular model or environment due in for, yet in some cases it has taken longer than expected. This has had an overall effect on the animation stage. Since some of the keys parts of the scenes havn't been completed on time, our animator has had his work cut out for him. Yet since we are every meaning of the word team, we will all pitch in to help as best we can in the animation stages to get the final piece done and dusted.
The main focus of my problems has been undoubtedly character modelling. Our aim was to make a couple of characters or one pristine character and change the way they look. Yet I was having trouble with the bottom half of the character. In the end up, I had to skip all detail and design some robotic legs for the chracter. I'm not delighted with the idea because it looks like i've been lazy, but time is drawing to a close for the development stages. If I was to have a little more time or to redo this project, I would indeed create a couple more characters to place into the bar scene, both wrecked an clear versions.
Thursday, 14 May 2009
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