Layout

As things in the modeling dept come to a close we will be beginning to construct the scenes. This is the time when things start to come together, also it is where we will have to make some decisions on how it will look. Over the months if June and July a lot of testing was done to make this as painless as possible though there will be moments when we will have no choice but to bite the bullet and go with what works. Some of the testing has come to making design choices, either because it makes sense or because it will be technically efficient.

Instancing

Instancing in Blender is done by Dupliverts, it has come in quite handy for repeating objects that will only take up disk space if multiplied in scenes by both forms of Duplication. In some cases Duplication is required, but for multiple static objects that will never move in the scene, using Dupliverts is a more efficient way to go. The reason why is only one object is exported into RIB archive, as opposed to Duplicating (either form) where Mosaic will export each copy of that object. Now if the same object is repeated, there is no need to export the same object - it will only take up space needed for other assets.

Manipulating Dupliverted objects is quite an easy task too, since the object being instanced is placed at each vertice, all that is needed is to manipulate the vertice(s) in question.

The best way to make a repeating pattern of objects is to use a Grid object at first and then delete the unwanted faces, edges and vertices until you have the desired shape and amount of vertices needed. In this project at least.

Shots

For blocking out scenes an idea to use a low poly proxy scene template might come in handy to block out shots so that we won't be constrained by high poly counts for scene setup. Since the base scene is nearly built it will be quite easy to setup a low poly proxy scene based around this using box objects as the proxys of the actual objects.

Linking

One of the most important things to remember and to enforce is object and scene linking. Library linking will be heavily used for the layout process. Once shots are laid out, determining what is needed in any given shot, we will replace the proxy objects with the real production models. This will also be where the Duplivert parents are edited to reduce render time of unseen polygons.

Project Peach offers some GREAT information regarding this -
http://blender-mirror.kino3d.org/peach/peach_svncheckout/resources/tutorials/librtut.html

During this process we will begin animation as well.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License