Wlyder: Production Diary 03
It’s previz time!
It also allows for us to set the scale for the world. The Dad we decided is 170cm tall, then you can just block out rooms and buildings from there, so just eyeballing a table being 3.5 dads wide, give or take.
Meanwhile Dad himself is readying completion (still a bit of noodling to be done on the hair and rig), meaning that he will be brought into the 3D scenes soon, replacing some of those cylinders. By creating the previz in Unreal, it means we can piece by piece replace characters, props and environments around the core edit.
We’ve also been looking into another post effect made available by 3Dnchu here, that is super cool. This hatching post-process creates a pencil drawn effect on materials, which is really beautiful and perfect for the style we are trying to create. We’ve been experimenting with bringing this into the final composition, and even when only subtle it helps add that extra something special. We believe that it’s the sum of all these small details that really pushes the final result.
This is all part of the continuing look development process, which we find Unreal really excels at. Creating in real time not only allows us to be more efficient, but that in itself makes for more hands-on creativity.
Next week we’ll be able to share with you some of the characters. Then we can start to look ahead and plan in the animation production. The action of this short will be simple, so there’s not a huge amount of realistic animation to get through, the focus being on subtle performance from the characters.