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Geometry

Following the same rules as character design and development, the geometry of final sets and props should be created at an appropriate level of detail with respect to how it will appear on screen. Items that will only take up a few pixels on screen probably shouldn’t be allocated 4 hours of modeling time. Set pieces that appear mostly in the background but once or twice in close-ups should probably either have separate versions created or should be made following the character design suggestion: a good base shell with a subsurface modifier. This makes it simple to raise the subsurfacing level and consequent edge detail as needed.

As you build your final set, keep in mind that you probably have a limited amount of time in which to finish your production. If it is ever a question of spending time on geometry, materials, or lighting, definitely sacrifice the geometry. Many beginners intuitively choose the opposite, dumping all of their time into creating a set of exacting geometric detail under the assumption that materials and lighting are easy. The opposite is true. Good materials and lighting are the bedrock of a great render and are far from simple. In fact, getting the lighting correct is both essential and time consuming.


  

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