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09
Jan

B15- Production design of our film

We will do our ‘production design’ now. Lets talk about some general but important things first.

We will be using HD resolution for our film. It means our film will be of 1920 x 1080 pixels and its format will be .mpeg

The frame rate will be 24

It means each second of our film will contain 24 frames.

Now we will think over, in reverse order through shot editing, rendering till modeling. 

Project-Pipeline-PipeA-926D

Shots: We have a list of all shots already. Our script mentions the name and number of each shot. Production design means considering development of all shots. We can manage the animation and rendering per shot. Sometimes we can merge similar shots in a single file. e.g. the first few shots till the alarm are very similar and we can have a single blender file for its animation. I am going to give you many blender files soon. You will also do some work on your end. Now to keep all the files neatly, we can follow some sort of folder structure. Although it sounds very big, we can surely do ‘Project management’ or ‘Organisation’ at a smaller scale.

You can create a main folder named ‘TINGU’ in your computer and add following folders in it. This is one of the simple folder structure.

TINGU/
/01-Pre-Production
/02-Models
/03-Scenes
/04-Rendering

The first folder, ’01-Pre-Production’ will consist of the script, storyboards etc. You can also save the lists of important things here. ’02-models’ folder will hold all the actual 3D models, when we will create them. Once we start the animation, we can save all the file in the ’03-Scenes’ as per the shots. Finally, as you can easily tell, the ’04-Rendering’ folder will contain all the rendering and post-production files.

cs3d-Tingu-look-preview

Rendering: By now, you must be visualising the final look of our film. Our story goes at night. The room is lit by the small night lamp and the moon light. The Tingu’s head lamp will also contribute much in the overall look of the room. The rendering must be done considering all such things. We will need to set up the lighting to achieve this look. We will have to consider the position and colour of lights. Because colours play a big role in setting the mood of rendering. We will do several settings and effects in the rendering stage. e.g. we may use effects like depth of field, lens flares etc. to enhance the visuals.

We will also have to consider many of the sounds. According to the script, initially there will be a cricket’s sound. Then there will be the ticking of clock. Then the alarm. We don’t have any dialogues. We also have to mix sounds when two things collide each other. Like hitting of cube, Tingu or table etc.

Animation: To make things easier while animating, we will do ‘rigging’ for the Cube and Tingu. Along with these important role players, we must also consider the animation of clock hands, clocks jumping and vibrating actions and the filling paper roll etc. Some of the early cameras are moving from out to inside the room. So we will have to consider the camera animation too. Of course this is world of animation. This will be full of animation and what else?

Now we will list down the sets and models.

Set: This stands for the place where the story is happening. Our story is actually happening in only one room. All the shots will be animated in the same single room. So the list of sets will include the Room itself along with some surroundings.

Models: This will be a big list. We will have to make many models. We can make 2 to 3 parts of this big list. First will include the most important models, second will be other less important ones and the third list will consist of all background models.

B11-E-Room

First list will of-course have Tingu in it. We will have special attention for it. Along with Tingu, we will have the Cube, Alarm clock, the paper roll etc. This list will be important as all the models in it have impact on the animation and the story.

The second list of models will include things like, the Table, Chair, Flowerpot, Earth-globe and other items placed on the table and the rack, like pen-stand, books, etc. The room itself along with the window and curtains etc. will also be part of this list.

Finally all the models which are in background and are not affecting our storyline that much will be in the 3rd model list. e.g. the moon, stars, sky and everything outside the room, will be here. We can use photograph for the sky and moon, but still it needs some work, hence mentioned in the list.

Truly speaking, the production design can go even more deeper and we can include many technical details. The main goal is to minimise any future troubles while in production.  We can mention the time and tolls required to finish each work task. We can also consider, who in the team will work on which task. But for now, we need not go that deep.

I think we will conclude the production design here. If you have missed out something or need any clarification, please ask me. It also brings us to the end of this 2nd volume. From next post we will begin our actual production phase. So see you in next post.

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Posted by Mahesh Deshpande

Director at Advaita Studios Pvt. Ltd. Having wide career experience in Design, 3d graphics and animation, since 1998. Actively involved in various 3d graphics programs and training.