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'The Art of Toy Story 3'

Whether working on set or character this is an important point, focusing on the needs of the animation is key. If a part of the character isn’t going to be used a lot then the other more frequently used areas need to be the centre of attention. This is more relevant in games, for instance if the camera is constantly on the back of the character and the face is very rarely seen, there is no point spending a lot of time on blendshapes and facial expression when concentration could be put to better use.
“If you went down the stairway in the model of Andy’s house from Toy Story 2, it just stops and you’d fall into an abyss...Basically, we only build what we’re going to see, plus a little bit more, because you want to be able to move the camera a bit.” Bob Pauley- Production Designer- Pg60

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