In photography circles, we have a saying: “Look at the light.” This is the art of detaching yourself from simply “looking at a picture” or a real-world scene, and actually studying it. You observe how the light falls in the scene in front of you; what color it is, how intense it is, and so-on. In one of Charles Schulz’s (Peanuts) autobiographies, he made the comment of how he’d “draw with his eyes,” observing almost-compulsively just how the shadow of a man’s shirt-collar fell on his shirt as he moved his head.
Even if “you cannot draw,” you can still observe and you can still plan a shot. One way to do this, that I find particularly helpful given my own fairly-challenged hand drawing skills, is the very heavy use of animatics and simple geometric stand-in shapes.
Don’t pour your attention into super-detailed modeling at first; not for any scene, and regardless of your modeling abilities. Start out with simple shapes, like cubes and cylinders, making each one of approximately the right size and proportion. Do this on-screen if you like, or buy some children’s toys, using a cut-out piece of cardboard to frame your “screen” and maybe a large cardboard box to arrange them in. What you want to do first is to block out the scene, and experiment with camera angles. You want to do this quickly and cheaply, so that you don’t feel any regrets when you change something.
Blender can do “animatics.” On the lower right-hand corner of the 3D window is a button that says “Render this window (Ctrl for anim).” Zoom-in so that the frame-indicator (the lines that show you how large the TV image will be) fills the window, and push this button. Voila! You now have a very low resolution version of the shot, correctly proportioned with respect to the camera, and you have it almost instantly. You can put animatic “placeholders” for still frames and even render “placeholder” animations as you work out ideas for your project.
When you have blocked out the scene, add cameras to it. Position each one, switch to it, and do an animatic from it. Leave the camera there for reference.
The core notion is that you work out ideas first, doing them as quickly and cheaply as possible so that you can experiment freely. This is where you get to be not only a technical artist, but a director, choreographer and cinematographer. But the name of the game is to put off, as long as possible, the truly detailed work that will eventually be necessary to turn this shot into reality.
This is simply a worthy goal of “minimizing the scrap rate.” If you spend eight hours of your time doing good work that you wind up not using … then visualize that you just dumped $400 down the toilet, because you just did. If you spend twelve hours rendering a minutes’ worth of film that you do not use… well that’s not $50-an-hour but you will never, ever get those 720 irreplaceable minutes back.
When the time comes to do the final production work, all of the planning should have been done ahead of time and in “exquisite detail.”