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  #21  
Old 01-23-2008, 07:22 AM
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I got it - HeroBlob can VFX each of us into the cockpits of these mechs!

yeeeeeeees!
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  #22  
Old 01-30-2008, 08:21 AM
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Sorry for not posting for long folks, I've been thinking about it.

First, I think Firestorm is right that we need to make something smaller first. I propose a signle scene, with maybe a dozen shots. The concept could be something like that: it starts with two opposing factions battling in a war torn city street. The first few shots describe a stalemate, with exoskeleton infantry being killed on both sides, nobody making progress. The action intensifies, and culminates in the arrival of a huge mech! It's a 3D Palace movie after all!. The big mech tears through the opposition in a few shots, then goes on down the street.

So the questions:
On the organization - I think that we should adopt an organized democracy approach - decisions should be taken democratically, but once a decision is taken - no argument. We should have an involved Director, then some part time contributors on design, modeling, texturing, rigging, animation, FX, compositing, editing. I suggest the people that would want to direct to voice themselves, with a script if they have their own. We should keep it simple as much as possible - no overdetailing and excessive render times. A relatively closed setting, like the mentioned war torn street, could help in this.
On the hero - it would be great if we use a model that is featured in a 3D Palace set, it would be great advertising. On the other hand, I think we should't use the APU or the Dreadnought, for consistency/property reasons. The Crux is good, but I think it's not imposing enough for the role in the script I proposed (could fit nicely in a different script). So we can make a new mech, or have a competition? In fact, I think that once we aggree on a loose concept, we could make competitions for the environment and characters.
On the work distribution - the director should approve everything, and the other work should be divided among members. Each could submit and then correct his material according to the director's proposals. We could make a list of people willing to do the specific tasks: design, character (mech/infantry) modeling&texturing, environment modeling/texturing, rigging, animation, special FX, lighting/shading/rendering, compositing, editing.

Comments?
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  #23  
Old 01-30-2008, 09:26 AM
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Im not wanting to get too involved as this is a fun sounding project (and I have a mass of work to do anyway) however here is an important suggestion.

define the jobs that are needed - ie Storyboarder, previz, scriptwriter, lighting artist, texture artist, modeller, rigger, animator, director, render manager etc. Define each role and list its responsiblities in the project (this is the project manager's job) then look at the list of people who want to be on the project and assign them to each task and explain to them their responsibilities.

Each job needs a milestone and deadline - ensure that the scriptwriter knows how long the scene is, when he has to deliver draft 1 and so on.

Let the artist know which assests he has to model, which textures are needed, the kind of lighting, set delivery targets and so forth.

Whilst a project like this sounds fun - remember that this is people organisation and management primarily, especially when you are looking at a project that is being managed via the internet. Hard decisions will need to be made as this is not about personalities. If someone is not working properly then they need to be reminded or replaced. Project manager needs to set a deadline for release and stick to it, making sure deadlines and milestones are hit.

Only then will you know how a real process works more or less - and you will also have a finished product at last.
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  #24  
Old 01-30-2008, 09:27 AM
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olblue is coming for you with a badly rendered 3d knifeolblue is coming for you with a badly rendered 3d knifeolblue is coming for you with a badly rendered 3d knifeolblue is coming for you with a badly rendered 3d knife
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Also NEVER do a democracy. You end up with lowest common denominator decisions. One person is project manager / Director and that is it. Trust me on this one.

Because I am dictator for life at 3d-palace I hereby nominate Glacerise as Project Manager and Director.
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  #25  
Old 01-30-2008, 02:03 PM
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Quote:
Also NEVER do a democracy. You end up with lowest common denominator decisions. One person is project manager / Director and that is it.
I meant it to be a democracy until we settle on the concept and team, and a corporation afterwards
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  #26  
Old 01-30-2008, 02:10 PM
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thats probably best left to one person too.
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  #27  
Old 01-30-2008, 02:40 PM
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As much as I don't like any real world dictator, olbluer is another stock, so I accept the nomination and I think I can handle it, as soon is it remains a single scene. I'd be happy to see other members stand up for this too, so we can have more options to choose from. I'd be happy to do the special FX - I am solid with PFlow and Afterburn, now learning FumeFX in Allan McKay's online course. Mir Vadim's new RayFire tool gives great posibilities of creating destruction and war in max.

As Chris said, the job should be segmented onto teams. I see these segments:

1)Directing/screenplay/animatic. With the scope of the project, I don't think screenplay writer is needed, neither is storyboarding. The director could assemble the ideas thrown in the ring, make the script, and prepare an animatic, instead of a storyboard. For those that haven't heard of animatic - it's a VERY simplified blocking of the film, marking timing, shots and camera moves.

2)Character design/modeling/texturing. I think it would be best to use our own designs. If a concept artist comes into the team - great! If not, the modelers could design and texture themselves. I think we wouldn't need too many models - the soldiers could be slight variations of the same model, and with different props. The other big one will be the mech.

3)Environment design/modeling/texturing. Same as above, but for the environment, a single one.

4)Rigging. We could use auto-rigging (Biped) for the soldiers, but the rigger should be able to skin them. If they are some exoskeleton armored dudes, skinning will be much easier. Rigging the mech will be the main job rigging wise.

5)Character animation. That would be the animation of the soldiers, and the animation of the mech.

6)FX animation - bullets, explosions, fragmentation, other weapons, etc. Particle effects and dynamics.

7)Shading/lighting/rendering - materials from the textured assets, lights, rendering solutions with passes, etc

8)Compositing/editing - the comp of the passes together, post processing effects, editing should be simple with proper planning.

9)Sound/music - effects, voiceoves, music.

And that's it! Anybody please voice your team of choice. A single person could be on more than one team, of course. If we gather enough enthusiasts and we estimate that we can do it - it's a go.

For reference: http://www.gametrailers.com/player/24046.html - Blur Studio's Frontlines trailer. Not that we will want to immitate it, but I think that's the general direction.
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  #28  
Old 01-30-2008, 02:53 PM
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I want to be either in the enviroment or the character modeling team (haven't made characters so far). If it's not organic, I think I can do it. Nice scenario too.
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  #29  
Old 01-30-2008, 03:31 PM
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@Inprogress: welcome dude

And, I think it would be nice if a moderator moves this topic maybe to 3D Palace chat? It's not too well placed in the beer lounge. Thanks!
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  #30  
Old 01-30-2008, 04:01 PM
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Id love to join in on the fun. Then again I have not even started those tutorials I said I would do since work are making me work more hours but I will try and make myself as available as possible if it gets going
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