The Filmmaker's Guide to Visual Effects by Eran Dinur

The Filmmaker's Guide to Visual Effects by Eran Dinur

Author:Eran Dinur [Eran Dinur]
Language: eng
Format: epub
Publisher: Routledge
Published: 2017-03-26T16:00:00+00:00


Asset Work vs. Shot Work

When dealing with CG elements we can split the work into two categories: asset work and shot-specific work. An asset is usually a CG model or character that will feature in several shots or sequences. Therefore, the work spent on creating the asset does not need to be repeated for each shot. Asset work includes modeling, texturing, shading, and rigging. Shot-specific work includes tracking, animation, simulation, lighting, and compositing—tasks that depend on factors that differ from one shot to the other. Theoretically, the asset work can start even before the film has been shot. The designs and concept art serve as reference for the modeling work, after which the process moves into UV mapping, texturing, shading, rigging, and simulation setups like cloth, hair, and fur. While some work can happen simultaneously, the process is fairly linear—for example, the model should be finalized before moving on to texturing, as changes in the model often require re-doing the UV mapping. On the other hand, shot specific work must be performed individually for each shot, even when re-using the same asset. The camera movement and lighting vary between shots, and the animation is obviously shot-specific.



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