3 ms·
If you’ve worked in high end production I would love to work at your facility. You clearly understand many of the issues involved but downplay the complexity i
by forelle2 6y ago
If you’ve worked in high end production I would love to work at your facility.
You clearly understand many of the issues involved but downplay the complexity in running high end assets in less than perfect production.
Unless the industry has changed dramatically in 5 years shot changes, per shot fixes, variants (clean, dirty, destroyed), shader tweaks, happen on every single show I’ve ever been part of.
Render time and storage is one factor as is individual artist iteration, but the real productivity killer is an inter discipline iteration.
Going from a “blurry texture” note in comp to a TD fix to a texture “upres” is potentially a 5 person, 4 day turn around. I would trade a whole bunch of cpu and storage to avoid that.
Computers are cheap, people are expensive, people coordinating even more so.