Its been a while. I've just started back on the third and final year of my course and began a new animation project.
Right now I have a basic idea for an animation involving a worm and a plant pot full of soil. The worm will play around with the pot and investigate it, like a child with a new toy, in the back garden of a house in an undisclosed location.
My rough timetable for production so far is something like:
6th October - quick sketch of ideas in the form of storyboards
9th - 10th October - first draft of the chosen idea in the form of a more refined storyboard
11th - 15th October - Start working on the worm character model in Maya 2012.
16th - 18th October - Render a few animation test scenes of the worm and refine the model and fix any problems with its rig (if any)
19th - 25th October - Work on the exterior environment in which the worm and plant pot will be situated.
26th - 28th October - Create the plant pot model
29th October - 6th November - Collect and Create any textures that will be needed for the animation/scene
7th - 13th November - Texture worm character, plant pot and environment
14th - 20th November - Render tests and texture adjustment. This will basically be me trying to sort out any messy/bad textures. :p
21st - 27th November - Addition of soil and dust particles. These would be used for when the worm burrows out of the ground at the start of the scene and when the plant pot gets knocked over by the worm, causing the soil to flow/fall out of it.
28th - 4th December - Another week for adjustments and fixing any problems with the scene.
5th December and onwards - Post production, tweaking and refinement. This also leaves plenty of time to add any extra detail if needed or fix anything that comes up in the final render of the animation.
I already have a few sketches made of my initial ideas, so you can expect to see those scanned and uploaded here sometime this weekend. I've made set the timetable realistically, giving plenty of time for each stage of the process, but hopefully I can stay a little ahead of it to give me some breathing room for anything bad that might happen during the final render, like last year. :)
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