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Software Review: FrameForge Previz Studio 3, Pg. 3

Performance
The Quick Start and full manual are quick to suggest making certain that your video drivers are up-to-date prior to using the program. The software installs with the lowest common denominator screen previews. However, you can engage options that fully engage modern OpenGL video cards letting users preview in real-time with accurate lighting and texture presentation.

PS3 uses low density polygon mesh objects. While quasi realistic, the program isn’t about creating photo realism - although with photos as textures that line blurs a little. Because of its focus, it is possible to load tons of content into your camera scene without really seeing a penalty as you dolly about your scene. In fact, I saw no slowdown whatsoever during all of my testing with all of the render settings completely engaged.

I didn’t encounter any hangs or crashes when working with the software over a couple of months.


You deploy real equipment to work out your shots. Dollys can be on tracks. Things like head position, elevation and really anything you want to adjust is available. When printing out the storyboards, in addition to linked scripts items like f stop and more are also displayed if desired.

Value
I’ve used traditional CG software to create environments for story boards and clients that want a heightened sense of realism. It’s a lot of work, but many times, it makes more sense to work digitally instead of with drawn story boards because of revision cycles. PS3, after quickly setting up scenes, is even faster to use and frame shots.

Good storyboarding, whether done with traditional drawing or digital pays off big time later on in time and expense reduction when on location. Especially for smaller studios that do it all themselves, being able to storyboard within the realms of reality can be a huge time and money saver. For filmmakers whose skill lie behind the camera and not at the drawing table, PS3 will rapidly prove its worth in helping realize the creative vision faster.

Like a good light meter or camera equipment, Previz Studio 3 is a tool for accurately assisting in realizing the filmmakers vision. Is it possible to get by without it? Sure. But it’s possible to get by without a lot of things. Certainly, many of the decisions you might make with PS3 can be made on location. It’s just that the money meter is usually running then. The ease-of-use, comprehensiveness of tool sets and accuracy that this program provides make it an extremely desirable addition - especially if you plan on making more than one film.

Definitely get the demo and play with it for a half hour.

Final Comments
I personally do a significant amount of CG animation. I had to keep reminding myself that this isn't designed to be an animation software, because I kept using PS3 and thinking, “Now I want to animate this camera move.” but I couldn’t do it. Animation throws a bunch of extra to-do’s into the mix though. I’ve also prepared drawn storyboards to “sell” creative to clients or investors of film productions. From a nitppicky purist perspective, there is a dynamism to drawings that digital means (no matter how good) just can’t emulate. But, like I said, that's from the perfect artist perspective, which also takes a lot more time than most filmmakers—especially low-budget filmmakers—have. And, if you want to add some additional elements to the shots that PS3 can't do, it is very easy to just take the final shots into Photoshop or Corel Painter and add speed, motion blur or draw on top of them, if you need to include explosions, magic dust and/or Tinkerbell flight paths! (However, a shocking number of optional effects, like gun muzzle fire, are included with the included props.) For most needs, where storyboards are simply talking points and filmmakers are simply resolving things visually for themselves and a close circle, PS3 is exceptionally adequate.

 
Ease of Use            
10.0
Depth of Options            
10.0
Performance            
10.0
            Value vs. Cost            
10.0
       Overall Score
10.0

Mark Bremmer has operated his own commercial studio for 15 years. He’s been fortunate enough to work for clients like Caterpillar, Amana, Hormel Foods, Universal Studios Florida, and The History Channel; producing stills, digital mattes and animations. Mark contracts regularly as an art mercenary with production houses that shall remain nameless by written agreements. His production pipeline is Mac-based, with the FCP Studio2 workflow. He loves Shake and Motion. And his family.

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