A timeline should include every stage you plan to do and have it linked to a certain time period, I split mine up into the different areas of CG I will take part in, it is a good idea to plan ahead so you don't fall into an complications later on, like certain aspects you missed out.
Research & Idea Generation
1st - 22nd April
At this stage I will just be researching other artists and getting as many influences as possible for my final major project. Arguably this is the most important part of the pipeline as it guides you in the right direction and springs life and ideas into your head, that is why I am spending a lot of time on this part of my pipeline.
For this part of the timeline, I managed to stick to it and completed all my research tasks without fail, this allowed me to progress with a relaxed approach and having a good amount of workload as I was on schedule.
Concept
22nd
For this part of the pipeline I created the character concept using traditional tools and also a bit of Photoshop retouching. It helped to visualize what I was creating, and it didn't take a great deal of time, therefore it is definitely a wise move to create one.I managed to successfully create this concept in the given time and an added bonus I was pleased with the results I had, you can see the character concept in the production phase.
Character Modeling
22nd - 29th
This is one of the biggest and most difficult stages of my CG pipeline, the character creation involved a lot of effort time and knowledge. I had to use as much reference as possible and continually refine my model until satisfied. I would be using Maya and ZBrush for this stage. I'll start by doing a base mesh then progressing on and detailing the model until I'm happy with the results.
At this point I fell behind schedule, the character modeling stage to hours longer than expected and held me back in the production phase, although I did have an enjoyable time doing it, I did have to find ways to make up for lost time, but as I had been told by a tutor, not many actually manage to keep to a production timeline.
Shading
19th - May 1st
This is one of the more simpler tasks, it is to create a basic material shader for my character, this is what defines the surface material properties of an object. This is an enjoyable part of the pipeline and gives great pleasure to experiment and see what different kind of effects I could come up with.
During this phase I managed to successfully keep up with my schedule and get myself back on track with where I was suppose to be. I decided to make my character slightly translucent almost as if he was a clay model, I thought this was very effective when it came to the render.
Lighting
May 1st - 13th
During this part I had to create a basic light setup for my 3D scene, there was lots of reference and tutorials online that I could use for something like this. Lighting has always been a passion of mine when it came to doing CG, therefore this was a phase I was looking forward to doing.
The scene was lit using the common three point lighting rule, just three lights creating a key light, rim light and others. I used a mix of warm and cold colours to create nice contrast on the model, I used three area lights to light up the character.
Rendering
13th - 27th
This part was more of the technical side of CG, it involved tweaking values until all of the noise is removed from the render and it becomes nice and crisp. There are many more in-depth controls that can be used and gives great control on the overall appearance of the scene such as the anti-aliasing - it gives subtle differences but can have big effects.
For my scene I rendered it out with a new renderer called 'Arnold' it worked in a way that all the lighting was physically accurate and I only had to adjust the values to remove any noise coming from the render. This bought me some time as opposed to using a renderer like 'Mental Ray' which takes a lot longer to perfect your CG render.
Post-Production
27th - June 20th
For this part of the pipeline I will have to composite my render and colour correct it until I am satisfied with the final look. It is basically touching up the image in Photoshop and making any minor tweaks I can to improve the image as a whole using basic tools.
This part was probably the most enjoyable for me, it allowed me to experiment and see my final image come to life, I could spend hours playing with the colours seeing what different kind of effects I could come up with. This phase went reasonably well without any problems. Here I successfully tweaked the image and got it ready to be printed at 300 DPI.

