As artists strive to increase the realism of computer-generated characters, the techniques pursued by creature developers are becoming both increasingly complex and time-consuming for the artist to set-up and to simulate. Perceiving the underlying muscle and flesh movement is an important part of selling the believability of a creature to an ever more sophisticated audience. How do makers of episodic television studios compete with much smaller budgets and less time when broadcasters and audiences demand film quality? Jurassic Fight Club (2008) provided the context to experiment with film based creature research on the not-so-small screen.
|Publication status||Published (in print/issue) - 5 Jan 2008|
Bibliographical noteOutputmediatype: software tool for television industry
- tetrahedral mesh