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09/04/10(Sat)05:58 No.144246Jack of all trades or master of none.
Employees
in major studios like Pixar, Dreamworks, Lions Gate, etc, tend to have a
specialist field and some experience in complementing fields.
Example,
a modeler will have some experience in animation, rigging and
texturing, so that he can better understand how his work will affect his
colleagues' work.
An animator will have fair rigging experience
but may have little to no modeling or texturing experience, as he's
responsible for ensuring consistent, sensible animation graphs with
proper weighting etc, not ensuring the topology of the models he's
working with is correct or that the textures won't stretch and/or cause
other issues.
A texture artist will have some animation
experience and will work closely with an animator so that they can see
where textures will stretch, and work with a modeler to add detail to
the mesh as necessary or substitute flat surfaces with more complex
geometry when necessary to get around such issues; for an example of
where this wasn't done, look at the movie '9', where the facial
expressions stretch the material textures.
Riggers will have significant animation capabilities and little to no texturing, with some modeling capabilities.
As
far as creative workflows go, though, it's the texture artists and
modelers that suffer the brunt of the workload, since an animator's
primary objective is to please his director(s) whereas a modeler or
texture artist has to take into account a variety of variables that
their coworkers will need to work with. |