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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Be realistic about where you are and how to finish

Posted by Marius Oberholster on Wednesday, November 17, 2021 Under: Learning
Hey all!! :D

I love this topic, because it always comes down to budget and I love finding solutions, instead of focusing on problems!



Image by sasanqua camellia from Pixabay

So, let's say you have a billion different projects going on, then you can cherry pick now! Yay for you! :D

What I'd recommend here would be to analyze which project has the least amount of work do finish it and to complete that one first. This is similar to tackling debt - knock the smallest ones out first and use those payments to kill the bigger ones.

To bring the rest of us into this, we only have maybe 1 huge project that is unfinished and it is already a priority, so how do we deal with it?

 - Make a list of what needs to be done (if you do not already keep a log of how the project is going)
 - Make a list of resources needed to finish the project and note the ones that you have the resources for, or need minimal effort to gain said resources.
 - Make a list of things you can repurpose (such as models, tunes, images, textures, etc.) to speed up the process
 - Tackle smallest or easiest of those first and let that snowball into the bigger stuff.

In my title, I spoke about being realistic about where you are, and this is that step. I recently commented on one of Dreamworks' job listings for a story artist with the following:

"Stunning position! When I did the storyboards for my project Exodus, I quickly found I was never gonna get it done, unless I went all stick figure battle on it, lol. Still drew some nicer frames, but in order to finish, sacrifices must be made, LOL. Here's the animatic:


The final is significantly longer than the animatic, but I'm still learning how to pace it better, hehe."

I'm sharing this to prove a point:
While I'd love to do everything at a studio level's quality, such as storyboards and other stuff, I simply CANNOT expect myself to carry the load and standard of roughly 600 employees and expect to finish - IT'S NOT realistic.

So where do you cut, so that it doesn't cost your final result quality?

This is different for every project, but I'm going to share with you the general things that will help you A LOT in terms of maintaing a high quality level, while still finishing strong.

 - Royalty-free anyone?
My NR1 go to! This not only ensures quality, but also compliments you where you have weaknesses. If you struggle with concept art, use photos and gimp to composite the concept art pieces. If you struggle to model well, there are tons of free resources online that you don't even need to credit. If you struggle with animation, there are free motion capture resources available as well. Of course, that does require a learning curve, but still, it'll help!
If you're not great a music, there are many free libraries of music you can use (some require credit, others don't).

 - What will people ultimately see and experience?
This is where the bulk of your effort will go. Whatever the final result is that people will see, that is where you focus the most of your effort to deliver that super standard you expect of yourself. When it comes to storyboarding, like the above example, you HAVE TO cut down on quality. The same with concept art.
The latter does have an exception when it comes to proposals and working at an actual studio, but those are pretty much the only exceptions.

 - Will I be happy with this decision later?
Kinda reaching into the previous point, but comes down to cutting down the project, when you genuinely feel it's too big. For example, I recently did a cartoon (A WHOLE FREAKIN CARTOON) for a single product on CGTrader (second slide):
At one point in the production of the short, I WAS SOOOOOO TIRED that I just wanted to make one or two finishing shots and cut it down. But, a few hours later, I felt like I would regret it, if I didn't make the one or two additional shots I wanted to cut out just to get it done. Now, this is a VERY short cartoon, so those shots only meant maybe half a day extra on production. If you're talking feature film length, or longer, you're gonna have to cut some of the fat. Side arcs and needless questions and answers and things like that, all have to go by the wayside when it's a super small team or solo production. You cannot afford the time and effort it takes to finish it, if you fluff out an hour long film to 3hours. Excessive example, I know, but bears the point. You need to measure up quality with decisions that you will be happy with down the line when you look back on it. DO NOT cut anything you'll absolutely regret cutting. If you've made a few things, you'll have a very good vibe of what I'm talking about. I'm NEVER talking about the excessive location or contemplation shots, hahahaha.

 - Streamline the workflow
Probably my absolute favorite one and also connects to royalty-free content. When you work in, let's say 3D, you quickly find yourself repeating mundane tasks that can be automated. THOSE SAVE HOURS IF NOT WEEKS! I have built well over 30 nodegroups to do just this kind of thing and add functionality to Blender that has saved me soooooo much time, despite the time it took to develop. You need to find the time you need in these areas by setting up presets for things you usually do. If you know your mic's EQ, then save it as a preset. If you know the stack of effects you usually apply to get a great result, set it up as a template or default project. If you know your typical rendering settings or resolutions, set those up as the default. You have to find ways to let your process help you, instead of holding you back, like red tape. Another example, because I use the nodegroups I mentioned, I save myself build time (nodes and 3D) and render time. It does NOT eliminate render times, but what can you do on your phone or tablet, that can move the project forward, while it's rendering, for example? Edit something? Draw something? Model some stuff? Send emails? Put together your social media plan for the release?

There's a scripture that says we need to make the most of our time:

"...making the very most of your time [on earth, recognizing and taking advantage of each opportunity and using it with wisdom and diligence], because the days are [filled with] evil."
Ephesians 5:16 (AMP)

I LOVE the AMP on this one, but the previous verse in the KJV with the next, just takes the cake, as always:

"See then that ye walk circumspectly, not as fools, but as wise, Redeeming the time, because the days are evil. Wherefore be ye not unwise, but understanding what the will of the Lord is."
Ephesians 5:15-17 (KJV)

Walk circumspectly simply means to act with consideration, thinking about what you're doing and how you can do it better, basically. You see the completion of the phrase - not as fools, but as wise. Only fools do the same thing expecting things to be different, but the wise consider and adapt and try. Doesn't always work out, but you have a much higher chance of success if you analyze and adapt, than if you just keep throwing poop to the wind. LOL.

So, I conclude this post, but again referencing the title: Be realistic about where you are and how to finish.
To quote Andy Stanley:
"You will be glad you did!"

(^^,)

GOD bless you! :D

In : Learning 


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