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#17
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sagely wisdom...
As I'm on a rookie team, I don't know that I can offer a logistical analysis of starting next year's animation, but I can share our team's anticlimactic experience. Our animator's submission was going to be this huge, towering cinematic work. It had thousands upon thousands of polygons and looked perfectly stunning in the stills. But the actual modeling wasn't done until four days before it was due, and it took six days to render. That's probably partly because it was rendered at 1600x1200 pixels, 30fps, and was completely ray traced, but the moral is this: If you, like all other illustrators/animators, are a perfectionist, it's never too early to start.
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