Basic Modeling Rules
How do we see the modeling at Pixanima?
At Pixanima we follow some strict rules.
1) We like to follow closely the design you will provide us.
You can give us your artistical requirements by different ways:
You can send us some sketches then ask us to interpret them.
You can also send us very strict Front/Side/Up design.
We can also use the 3 step modeling method that allows a great freedom for creation and in the same while, a fast secure modeling process.
(This method is described in the production standard section.)
2) We pay attention to the polygonal structure. The polygones are well organized to have good unfolding, smoothing and rendering.
You can have very specific requirments such as to avoid triangles, concave faces, non planar polygones etc...
The champfers may have strict ways to be built or whatever are your wishes.
We will describe all that and ensure that the team will follow what you ask for.
Otherwise we KILL THEM!.... (I'm kidding... mm... maybe no kidding...)
In both side we will know exactly what to check.
3) We apply a check-in/check-out procedure to reduce the amount of modeling errors and retakes.
If there is something important to define they are the check-in/check-out procedures.
I have to confess that sometime I didn't apply them. I was confident to the team everything was smooth...
And BOUM! That's especially the non checked files that cause problems.
Thanks to Murphy. If you don't check something, there will be problems with what you didn't check.
That's a real law. Really!... You can believe me... (I know some guys that still hate me because we didn't check some files)
So now, we do it.
4) We try to keep the model as light as possible according to your requirements.
There are different ways to see the resolution of a model. The best situation is probably to use renderman.
You create a model with as less polygones as possible. The model when rendered is refined to be perfect on the screen.
We know how to manage that special situation.
You may want to have the final result with high resolution models.
In this situation we need to optimize the meshes manually to still have as less polygones as possible.
You can also use subdivision surfaces or even nurbs.

