Iron Sky – Day 30
Well, its been 30 days since we have started here in Finland more or less. Things are going well and we are about to get a big speed boost once we recharge our batteries. The LightWave3D team is going to be joined by two very talented artists in a few days and starting July 1st we really put the pedal to the metal on 3 major sequences. All of the hard work that Luke and a handful of the other guys who have been participating on the texturing side of the shop are going to start to see the power of LightWave3D’s rendering and lighting technology – bringing their efforts to the big screen. It’s a very exciting time for them. It is for me as well, but I have been here before and this is usually where the rug gets pulled out from under you as you now begin to deal with “known unknowns” as a former defense secretary in the US once put it. While I am cautious, I am very pleased with the performance of Luke, LightWave and the rest of the crew who have been involved thus far. The real fun begins next week and I believe I will be able to get permission to show in part, some of these things to you here at Liberty3d.com. We also have something VERY special planned that I can’t talk about just yet on how you can get involved with the Nazi invasion of Earth. More on that soon! Kat
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5 Comments to Iron Sky – Day 30
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So, what are the _nature_ of the errors that you are seeing from the Mayans? Loose joints (unenclosed volumes)? UV mismatch???
Non-symmetrical model building, bad poly flow, un-enclosed volumes as you mentioned, over building geometry in areas that will never be shown while under building in areas that really need the geometry but instead they have compensated with texturemaps the size of kansas. You know the usual.
VERY interesting. Never having worked on big production (or even a medium sized one) I’m unfamiliar with the issues that come up in ‘artist management’ — although I will cop to occasionally altering a client’s ideas, and having to go back and do what they actually asked for. (d’oh!)
I know that in the physical model days, it was VERY common to dress only one side of a model, in the knowledge that the camera was never going to be on the other side. It’s damn near tragic for an artists’ time to be wasted on something that will never see the screen. (Saw an egregious example of this on set once– infuriating cinematographer wasted the art department’s day.)
_Really_ enjoying the updates, kat, hope you can keep ’em coming.
Well to a certain degree its kind of normal – unless you have done this a few times you never know how its going to work out on screen, but the general rule that I go by is that – its all previs until it hits the final transfer stage – so everything better be able to work out from close ups to far away and in half the time you have left to make the show, then you should be on track 🙂
I’m a little confused: are the animatics detailed enough in terms of movement and angle that the modelers know where they can skate and where they should concentrate?