Numbers 5 and 6 are key points for me. Many shots in student movies are too long and I know that they were painstakingly rendered. (Wince!) “I only need one-and-a-half seconds of that.”
The “preview render” button is right there on the 3D window for a reason, and the “frame stamping” tools (which can put frame-counters and file-names and camera-names on the shot) are also there for a reason.
I suggest that you should rough-out your sets as quickly as possible (using simple geometric shapes of appropriate size and scale), put together a choice of camera-setups from which to film the action, “and-d-d-d… Action!” Crank it out in low-res and leave all of the different cameras in place. Now, take all that “footage” into a film-editing program of your choice (or use VSE…), and start cutting. Ruthlessly.
(Personally, I use an old version of Final Cut. Because I know it, and because it’s designed for the purpose. You absolutely can use the built-in VSE.)
Somewhere in “all that film,” a movie is waiting to get out. Most of the film is going to be left on the cutting-room floor, even though you had to film it in order to choose not to use it.
“Houston, we have ‘Script Lock.’ We have ‘Edit Lock.’”
Now go back and start refining it. Link to exactly the same camera setups and comparable lighting, substitute real versions of the props. Standardize on textures, node-groups, and lights, and link to these. Use the camera name, file name and frame-numbers to tell you what to do, and do nothing more than what is required. Constantly re-do the preview renders until everything is right. Each shot should literally “drop in” in place of its prototype, each time.
The entire project should be preview-rendered in finished detail first. You can do a tremendous amount of real decision-making with those animatics, because, unlike animatics, they are perfect stand-ins for the final version.
“Houston, we have ‘Version Lock.’ We are clear to go for Final.”
When you render, do it in stages. Do everything to MultiLayer files and plan from the start to do compositing. Pay more attention to the establishing shots, because once the viewer has gotten a good look at something he will see what he remembers, not what he sees. (Star Wars Episode One shipped to theaters with a podracer-crowd that consisted of colored Q-Tips™ cotton swabs. It was the second time you had seen that crowd from that angle.)
You want to give yourself opportunities to “tweak” without re-rendering, because you can’t afford to do that. You want to find ways to cut render-times while producing a shot that is good enough.
Even on a labor-of-love, keep track of your time and value your time identically to how much you would have earned “at work” in the same amount of time. That’s the (opportunity) cost of your movie. Pretend that the budget just got cut in half, or that the client needs it two months sooner than expected, and that you’ve still got to get it done. You’ll be confronted with things like, “once I spend the time=money rendering this the first time, I don’t have the time=money to do it over. But, I can still refine it.”
Sneak up on the final shot. Advance several shots closer toward completion instead of stopping to lavish your entire efforts on one single act of perfection. “I need something that I can show the investors by Friday morning. Happy Wednesday.”
Fine-render the shots in random sequence: don’t do them from beginning to end. Don’t do the longest ones or the hardest ones first. Visual problems and continuity problems will jump out at you much sooner.
Practice “locks.” Script-lock, edit-lock and so on. Even on a labor of love, you need scrupulous record-keeping and a project plan.
Do not throw away any file or any finished footage. Catalog it and keep it. You spent time on it; therefore, it has value. Want to re-do something? Save as… then do it. Enter both into the catalog, and never purge it. Removable disk drives are big, fast, and cheap. Remember to label them on the outside.