Domain of feedback in creative
and VFX environments

Auditory butic be different 

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Good communication is essential in a creative environment such as a VFX study. The domain of feedback is key to optimizing time, budget and mood of the project's technical and artistic team.

Both directors, supervisors and head of department spend the day giving opinions and giving feedback on images, textures, renders, simulations, character animations, compositions, etc. But, How much time do technicians and artists lose because of not having received a well-expressed feedback? How many times have we been told about "think a bit more about it...", or "mmm ... I think it is very digital... ", or "I don’t know why... but I don’t like it"? People in charge of a creative team must be able to give accurate, concrete and, above all, constructive feedback, which helps the technicians to understand which parts of their work are wrong, but also which are fine. And give clues and tips on how to improve those that are wrong. In the workshop, specific cases will be taught, as well as the way to build

It is also important that the technicians and artists receiving the feedback know how to understand it and apply it correctly to their work. They have to know how to ask, and claim for good feedback, or scratch some clue of what the client wants in order to streamline their work and minimize the hours of changes and revisions.

What bothers you is the specular component of the texture or the reflection of this particular frame? This scene is wrong, it does not seem real, but... Is it a composition or 3D problem? And if it's 3D... Is it because of the shader or is it a light matter or render? Or a mixture of several? It is very important knowing what the error is, to express it clearly and to know to whom give the correct feedback.

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