Hey lads of awsum thought I would post the list that we created a few days back.
What we needs to achieve
1. model random legs 2. finish rigging/grouping guns 3. texturing-also considering bump maps/normal maps 4. fix previz 5. rig 6. blend shapes.....seperate eyebrows need to be noted 7. backgrounds 8. Foley/voice acting
Things we need to fix in previz
Slow mo scene - needs to speed up at the end of it
Second shot - a little bit longer
when he looks up from second explosion - more him to the left more
Bring the blue figure down and back mountains lower
For over the shoulder shots change focal length when they first see each other
The shot when Orange sneezes needs to be longer
Orange avoiding shots - was accidentally done in perspective camera, redo in the shot camera
Shot of them running towards each other (before he trips a second time) needs to be extended
Extend shot of when blue receives gun
Also extend shot of when Orange gives him the gun
SCALE UP BLUE
Extend shot of when orange is hugged, looking around (shot 39)
Shot 41 needs to be extended
After hug, snapshots of awesome
POV shot from photo when blue first recongnizes oranges photo
Thats all i can think of, if you guys can think of anymore add it in so we done forget:P Also noted that im still freakin amazed that we completed all of the previz in one day, THAT WAS EPIC!!:D
Some re-tweaks on the animatic. This is the animatic we're using for the pre-vis. There's some potential for some short in between shots here and there, but this is the definitive shot list from this point.
There were too many shot additions and changes to justify just using the old animatic and adding later. So! Here's the animatic with some tweaked music:
I've gotten feedback the hug is still weird. But the hug is also the best way to convey the emotions I think. Compromise: Blue still hugs Orange, but the first photograph at the end should be them shaking hands, not hugging.
So here's a new music iteration. I've edited the animatic slightly as we discussed, but nothing major has changed. I doubled the action sequence to make space for any fancy animation we may want the space for.
Which is all sort of redundant... the codec compression screwed the visual timing somewhat. But the music is still good, so shuddup and listen!
Finished modelling the gun, for close up shots the gun is at its highest poly count of 6888 polys. But its lowest is 510 polys for long distance shots.