Project – CG Music Videos
You may remember this ancient project from way back when the forum was young and few posted, or at least, the more senior members will remember it anyway. Y’know the one; that old topic that has been kinda rattling around in the bottom of the forum projects for a few months now. Well, now that the forum factory has opened, I can actually force you to help out. Goody.
Ok, so I can’t actually force you, but you’ve got more incentive to help out this time. The projects are going to be numerous and huge, and I’m going to want people with the passion to recreate BG&E to do everything in their power to help make it a reality. Of course, the project is scaleable; there are things on EVERY level for this project, from the real nitty-gritty technical right down to the basics that anyone can do. Before, it was all very in depth and serious, I could see you all struggling to say “yeah sure, I’ll help you out!” and I could see that you were much more inclined to say “I can’t use this program. I mean, I’d love to hep out and all, but gee, this really is too difficult for me. I’m going to have to pass...” which was a bit of a shame considering how much I’d gotten worked up about it. But now I’m not giving you an impossible task, I’m just giving you a challenge. Here are a range of jobs which you can help out with.
- Modelling - This covers a whole range of skills, as many things in the BG&E environment are small but important, and detail is a significant issue that I think we should stay true to. I need loads of small things, things like cans, scattered clothes, sacks and barrels, beams, other items and so on. At the same time, I also need some bigger, more detailed items such as the disk readers, the creatures in the game, the boiler in the lighthouse, etc. The biggest models and meshes such as land masses, people, enemies, other creatures and the like will most likely be done only by me, because I doubt anyone here has the time or drive to attempt it, let alone the skill or willing to learn how to be able to. But if you want to give them a try after a while, you’re welcome to.
- Textures - The best people to do these are the people making the models themselves, but that doesn’t mean to say that you can’t do just the modelling yourself and request for someone else to do the texture. Like the above, the textures will come in different layers of skill and difficulty and should include a standard RGB colour texture, a normal or bump map and textures affecting the specular and hardness values, but don’t worry if you can’t do all of those; they’re generally easy to make and I can whip them up myself. Try and gauge for yourself the detail of the item, but obviously the higher detail the image is, the better it is. With the materials in general, try to make them as soft-looking as possible, as a lot of the surfaces in BG&E are very softly shaded.
- Animation - I’ll be creating a tutorial on how to do this once the materials are created. I'll update this at a later time when i know what we'll be needing. This isn't too difficult to learn but getting it to be really good is the tricky bit. the basics are like eating, they'll become second nature to you after a while, but getting the animations to look decent, fluid and realistic is not so easy; it takes some dedication and observation. fortunately for most of you, you won't need to be too skilled at it because most of the animation patterns will be included in the downloadable pack of items.
- Scouts - A major part of this requires people who can fetch. There are bound to be a lot of questions on what to do and how to do it, questions about tutorials and so on, and it'll be the duty of the scouts to find and retrieve information based on that. You should all feel free to ask a question if you don't understand something, and there should be plenty of people willing to take the task of getting them the answers.
So here is the list of things that need to be done. it's first come first serve so grab the opportunities while you have them.
Small Items