I was wondering. when making animation films and shots with the camera. I know there is certain angles and camera sizes. For an example, i guess an opening scene has the largest camera view to see the whole scene. then it will zoom or switch to an angle and be more close up.
Does anybody know where I can find some info on this? I looked this up and I get film making camera angles but, they show demos and such, and would be nice to know what size and focal depth etc for each angle and shot you know?
not sure what stereoscopic is. I looked it up and it seemed like 3d but, then I saw mages showing camera angles next to a person, so does anybody know what that is?
also, if I model in imperial units for feet and inches, does this effect the camera? say i scale up a landscape to 500 feet or a mile. the camera stays default correct and I don’t mess with anything until I know the camera angles and sizes? and speaking of real world, does this effect fluid, grass or hair particles? like I guess in Maya bi frost is in meters and if you use any other scale you need to correct viscosity and other things I don’t know yet. lol
I was wondering one more thing. I want to work on my textures and plan to learn render layers/passes. now with this new baking in 2.7. do I bake all my maps at once? or do i still do a ambient occlusion baking then maybe paint a image texture or use nodes and the image maps and then bake them too?
any help would be appreciated on these questions.
I am working on render layers/passes today then composting so I can know what exactly it can do and how it will effect my scene once i do a color grade, color correction, bloom etc.
one last thing, when you model a human, I am modeling a female. I was wondering. is it better to model the whole mesh and then retopo? because I see some people use a plane mesh subdivide and use circle to draw out eyes and so on. I find this hard to exactly get points where I want them so, I was thinking of doing a base mesh then re-0topolgy exact loops to certain muscle structure on the base mesh.