Immediately we decided to work in a scale of meters, and build everything around the size of the bike and its occupants. Once they were completed, they were used as a measure for all the other assets we produced.
Rough scale modelling and rigging was done in the first few days. |
Minecraft-esque clouds were a handy fill-in during the DLO. |
The set for shot 01 is more than 500m long, but it had to look like it was significantly larger. |
Figuring out how to give the impression of a layered city at a distance was a challenge I'd later have to face. |
After the DLO was finished it was time to start splitting our assets up and begin working on higher resolution models for our characters as well as the environments. I'll get into that tomorrow.