Vertical slice by Halli (Kilo not to scale) |
I also took a frame of a scene I'm working on from start to finish, to see how everything would potentially work:
I outlined all the brush setting and tool techniques so the final animation would be consistent |
I then tested out different styles of shading, weighing their pros and cons:
Flat shading - Pros: Saves time, Cons: Less visually appealing |
Background shading - Pros: Matches backgrounds, Cons: feels flat |
Cel shading - Pros: Conveys mood well , Cons: time-consuming |
Tisa also turned a rough scene into a vertical slice to test how the demon looked with the backgrounds:
Link to Tisa's blog post about this |
We realised that the grey overlap outlines looked odd in motion, as they bobbed in and out of existence. And so I updated her character design to have completely grey outlines (we also tried black and white outlines, but grey worked best):
Then I put all the character designs into a universal template for consistency (Kilo designs by Damo):
Also did some book/prop concept sketches |
What went well:
- Doing the vertical slice proved very useful as we were able to iron out the kinks beforehand,
- Efficient communication and teamwork meant we had 3 times the vertical slices we needed.
What could be improved:
- The vertical slice should've been done much earlier (what if we found that making SPnU was practically impossible after months of work??).
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