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renderer job tasks breakdown


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I think I'm going somewhere with this...

 

I was thinking about the various sub-skills of a renderer. I made a list, breaking it down. I left out issues of client relations, computer maintenance, contracts, etc.

 

Please comment and add as you see fit:

 

 

 

 

DATA GATHERING

entourage photos

site photos

gathering/reviewing/formatting client CAD and other files

gathering/importing GIS data

gathering/importing/formatting material samples, fixture models, IES files

 

 

MODELING

architectural models of main subject

models of background structures

site model--roads, topo, geo features

exterior entourage models i.e. cars, trees, lamps

interior models i.e. furniture, lamps

 

 

VIEW OPTIONS/OUTPUT

deciding view options for client review

render out view options

 

 

LIGHTING

setting up lighting, testing

 

 

ANIMATING

camera paths

animation and paths for entourage

test output

 

 

TEXTURING

clipping and formatting entourage images

Photoshop work on texture maps

applying textures to models

 

 

RENDERING

testing/deciding final render settings

programming network/distributed renders

 

 

POST/PHOTOSHOP

adding entourage

overall retouching, color correction, layered output work

 

 

ANIM COMPOSITING

loading footage, stills, graphics, audio into compositor

programming animation

decide output settings

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Hi Ernest,

 

Very usefull thread here. Nicely organised in an understandable overview!

 

Does it make sense to add VR production in it or do you think those are core-skills or skills too niche to mention (yet)? My clients ask for it more and more...

 

I've allready printed the list,

Dennis

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Does it make sense to add VR production in it or do you think those are core-skills or skills too niche to mention (yet)? My clients ask for it more and more...

 

It does--as a seperate category--assuming it has tasks not covered on the main list (which should be concidered a beta).

 

Would you write them, please? I don't do much of that myself.

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VR/Interaction:

 

Preproduction:

 

Optimizing scenes

render2texture

uv-unwrap objects

apply optimized textures

interpretation of realtime lighting

 

Production:

 

ICT skills

Exporting objects

Java / vrml knowledge

html publishing for web

 

Since this is a beta, the list is open for suggestions/forgotten items

 

Dennis

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So what is it you are trying to accomplish with this list? Maybe find some categories that you would be able to outsource? Or is it just to help show why we are always so friggin busy!?

 

What about personal development/training? You can always have somebody do computer maintenance and billing, marketing, etc. But there is nobody else that can 'make' you a better renderer except yourself. There is always the need to stay current on software as well as what everyone else out there is doing. I realize that is not part of the actual process of producing a rendering, but where would any of us be without it? Maybe there could be a seperate category for things like these.

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So what is it you are trying to accomplish with this list? Maybe find some categories that you would be able to outsource?

 

That's about it.

 

No, it isn't. I am trying to think from the standpoint of finding the right help for projects, whether its on-demand freelance or salaried staff. Part of what this list illustrates is that maybe we all aren't equally good at all of these things. Those we are not good at become good candidates for hiring out or self-improvement. Someone looking for work can use it to point out the things they are best at, maybe even have varied rates by skilllevel per skill area.

 

What about personal development/training?...There is always the need to stay current on software as well as what everyone else out there is doing.

 

Agreed, but I am looking at a production list. If you want to write up those things as a new catagory, please do!

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Nicely done.

 

This is an expanded version of the information I include in all of my proposals. I break down the project into sections that help to describe the workflow, and assign dollar amounts to each section. I've found that this has greatly helped educate clients on the real work being done on their project. The end result of more education is, of course, a better understanding of what can and can't be done, how long things take to be done and why things cost extra when they're requested. So, aside from being a good list to figure out production roles, this could server others well in helping to format their proposals/quotes if others were so inclined.

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No, it isn't. I am trying to think from the standpoint of finding the right help for projects, whether its on-demand freelance or salaried staff. Part of what this list illustrates is that maybe we all aren't equally good at all of these things. Those we are not good at become good candidates for hiring out or self-improvement. Someone looking for work can use it to point out the things they are best at, maybe even have varied rates by skilllevel per skill area.

Yeah, thats a good idea. We could make our own versions of baseball cards, saying what our strong/weak points are. :) But really, it would be cool to have a collective resource of talent that we could choose from and know who to hire for what kind of job. It might not work to rank ourselves, but perhaps there could be a public system of reviewing others that we have worked with in the past.

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Included in your Modeling section (or perhaps the gathering section, or ...) should be a line that I'm always encountering. At the time that I'm creating models, renderings and animations, only some of the building parts have been designed & drawn. For instance, I may get the front, and maybe a couple sides and a plan for a restaurant, but the back (loading area/garbage, etc.) hasn't even been thought of. I will try to avoid having to build these areas, but inevitably they want to see the entire building.

 

I recently did an interior where a dining room hadn't been designed yet, but the client continually wanted to look toward an arch where the dining room would be located. I tried putting generic dining room maps in the archway which they hated. I built a generic dining room but that drew too much attention. Finally I ended up putting a drapery in the arch with a sign that read "coming soon".

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Right, so maybe that could be called "interpretive design". There are some renderers that have extensive design experience and are better at filling in the details than the ones that don't have much design experience, or just don't like trying to read the clients mind.

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Right, so maybe that could be called "interpretive design". There are some renderers that have extensive design experience and are better at filling in the details

 

Good point! I missed that one. But please write up these sorts of ideas in the list form so its easier to incorporate into a new version.

 

The other obvious use for such a list would be a master checklist for project planning. Yes, you would need to flush out sub-sub tasks, but this will make a good beginning. And by having feedback from the rest of you, we will come up with things that some of us may have missed. Hopefully this will be widely useful.

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How about a category at the end of the list for "output." This could include printing, mounting, etc. or coordinating that work with a 3rd party. This is a great thread, and I like the ideas about gathering more information for/about freelancers. I'm getting to that stage where I may need to start looking for one soon. For those of you who have used freelancers, how important is it for you to be able to meet face to face with someone, as opposed to working with someone online?

 

Jack

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How about a category at the end of the list for "output." This could include printing, mounting, etc. or coordinating that work with a 3rd party.

 

Very good!

 

For those of you who have used freelancers, how important is it for you to be able to meet face to face with someone, as opposed to working with someone online?

 

Not at all. You have to feel you can trust them, but you can usually tell that from email/forum contacts. I've worked with a number of people from this forum and it has always been great. Some of them I still have not met. Eventually you may have a bad experience, but I figure it would be rare. I've had none, working with people in the US and outside of it.

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Edward:

 

Sounds like you'd be a perfect source to consult. I have been using 3ds for about a month, and have used VIZ in the past. I would like to add entourage to my visualizations, but am unsure of how to import or apply JPEG/TIFF files as maps in 3Ds MAX. Can you advise?

 

Thanks in advance,

 

Mana

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A few mods, added suggested items:

 

 

 

DATA GATHERING

entourage photos

site photos

gathering/reviewing/formatting client CAD and other files

gathering/importing GIS data

scanning material samples

gathering/importing/formatting material samples, fixture models, IES files

making stuff up--client leaves design to renderer

 

 

MODELING

architectural models of main subject

models of background structures

site model--roads, topo, geo features

exterior entourage models i.e. cars, trees, lamps

interior models i.e. furniture, lamps

 

 

VIEW OPTIONS/OUTPUT

deciding view options for client review

render out view options

 

 

LIGHTING

setting up lighting, testing

 

 

ANIMATING

camera paths

animation and paths for entourage

test output

 

 

TEXTURING

clipping and formatting entourage images

Photoshop work on texture maps

applying textures to models

 

 

RENDERING

testing/deciding final render settings

programming network/distributed renders

 

 

POST/PHOTOSHOP

scanning hand-drawn/painted elements including layouts/drawings

toning, 'airbrushing'

compositing photos of existing site, environments

adding entourage

overall retouching, color correction, layered output work

 

 

ANIM COMPOSITING

loading footage, stills, graphics, audio into compositor

programming animation

decide output settings

 

 

DELIVERABLES

making/outsourcing prints

mounting prints, matting, framing

burn CDs/DVDs

deliver, messenger, FedEx

Upload to FTP site

 

 

 

VR/Interaction:

 

Preproduction:

Optimizing scenes

render2texture

uv-unwrap objects

apply optimized textures

interpretation of realtime lighting

 

Production:

ICT skills

Exporting objects

Java / vrml knowledge

html publishing for web

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What a great thread Ernest, nicely done.

 

Looking at the updated list makes me wonder "can a single person do all that?"

The point about hiring a freelancer or someone 'better' in certain section, which will contribute to the overall quality of the render, stands more strongly in terms of TIME... thing we almost never have. Even if a person has all those qualities equal, rare are the projects which he'll be able to handle by deadline, imho.

Great thread guys, list printed :)

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I do all of it, including VR :cool: (if I have to)

 

As for the deadlines; a deadline can be set during the first briefing and routed in the most right timespan. If a deadline can not be reached by you alone, you should have enough authority and knowledge of all of the above to give direction to the outsourcing team when needed.

 

I know it can not always run smoothly (a project) but then i enjoy the thrill of the challenging aspects as an excuse. Mostly it turns out quite nicely when there's passion for the job involved as we all have, may I hope?

 

This thread makes me think about the start of the visualizing skills. Old timers, sitting alone in a little atelier and surrounded by all sorts of pencils, paper, wax and loads of aquarel-paint and brushes. Enjoying their job every day. What we do is the same, only rediculously blown out of proportion :D

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