Throughout the production of all SAW films, computer generated visual effects are always seen as a last resort, every object you see on screen has been materialised and built by the film production team alongside professional mechanics. By using the hands on approach, production teams have full control of what they want the trap or environment to look like, and this element of control is what I need when constructing and texturing this SAW environment within Maya.
When analysing the SAW games, the traps had a lot more simplified appearance in comparison to the films, with the lack of mechanics and basic, solid colour textures. Having identified that the environments within these games were made using Maya, this has really made me strive to achieve a more photo realistic interpretation of the SAW trap, that people will think is a snapshot from the film itself.
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