As well as the importance of appeal, their was a lot of emphasis placed upon the importance of character designs being accompanied by character notes. This is important for the individual designer, but also the animator, weather it be an individual animator or a team. Because they will refer to the "Bible" of information provided for them by the designer. There were also examples of rough development sketches which were also accompanied by rough notes.
Also, in terms of sequential drawing, there was some very helpful information about storyboarding. There was the mention of pretending that your eyes are a camera, which is filming the footage. This therefore encourages you to see things from a bigger range of angles, as well as zooming in and out. I think sometimes it is quite easy to do a first draft of a storyboard and then find that the there isn't enough variety in the shot framings. This is something I will definitely apply to my future work, because I am definitely somebody who has trouble creating a range in shot angles and perspectives.
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