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Beyond Good & Evil Revolution > Past Projects > Project - CG Music Videos


Title: Project - CG Music Videos
Description: Music videos in Blender3D or other CG


Ugly Duck - May 30, 2006 12:12 AM (GMT)
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

QUOTE
Tin Can (OPEN)




  • Modelling - a small model of a slightly crushed tin can with the lid slightly open and bent. Try to make it look slightly chunky and odd to conform with the chunky BG&E environment.



  • Texturing - up to you what is on the texture should look like, although if you want a guideline, you could have the tin itself and a pale red label with an ovular logo. The can should look dusty and old, but not grotty, just soft and old. Detail isn't important as it will most likely be background clutter. A second texture would be useful.



  • Animation - None needed.





QUOTE
Shoe (OPEN)




  • Modelling - A small shoe of one of the children perhaps that will by lying around the lighthouse. A simple slip on shoe would be preferable, which means no laces. If the shoe is similar to Jade's, then that's all the better.



  • Texturing - The colour scheme is up to you, but to try and make it look dusty, old and neglected, then a slightly brown tint would be the optimal colour for this. Use whatever texturing method you see fit. Try and include stitching and small detail, although it isn't necessary. We may do a close up as part of an establishment shot. The level of detail and inclusion of a bump map is up to you.



  • Animation - None needed.





QUOTE
Small Bed




  • Modelling - The small beds are the ones in the upstairs section of the lighthose which are more like soft bed-like bean bags. They are basically textured flat lumps, very easy to model. They need to have the "lived in effect", as if they've been manipulated a lot and have finally found a comfortable position, and as such, should have some kind of indistinct person-shape in the middle of them.



  • Texturing - Multi-colourd patchwork. This is typically very easy to achieve, although try to add some detail to it such as stitches, stains and so on. Bump map will be necessary if the model is low detail.



  • Animation - Any animation will be added or requested as necessary, but none is required.





QUOTE
Plants and Flowers




  • Modelling - Small shrubbery and foliage, not too detailed, quite simple and generic. Many will be needed, so this is open to several people.



  • Texturing - Textures can be low detail, but should at least be attractive. Freedom to play with the texture. Bumb maps are not necessary.



  • Animation - Slight swaying, or whtever animation you feel the plant warrents, if any.





QUOTE
Radio (OPEN)




  • Modelling - Small details will be necessary but the generic shape is all that really matters, so no great detail is needed.



  • Texturing - This will have to be a texture that is painted using the LSCM guidelines, so it will probably need to be requested. Bump mapping is not important, but a basic bump map would be useful.



  • Animation - No animation is required, unless the assigned member feels he / she wants to make the sound cone move with the sound of a song or something.





QUOTE
Logs for the Fire (OPEN)




  • Modelling - The fire itself is not necessary, but the logs for the fire will still need to be created. Logs will need to have dents and kinks like chopped wood generally has, should look nicely cut and slighty imperfect.



  • Texturing - Texture detail is not essentially important, but good quality is never a bad thing in this regard. There should be a texture for the outside bark of the wood and one for the softer inside.



  • Animation - None needed.





Medium Items

QUOTE
Rocks (OPEN)




  • Modelling - Many small and large rocks will be needed, but detail can be rather small; subsurfing can increase detail where necessary.



  • Texturing - Textures should be created to reflect the BG&E environment, so this can be a difficult one. The detail can vary frmo high to low, but ultimately i want to see some simple, effective rocks and boulders.



  • Animation - None Needed.





Medium Items

QUOTE
M-Disk Reader (OPEN)




  • Modelling - The modelling should be quite detailed as this will be an obvious item. Try to get as close to the in game model as possible, although it isn't desparately important that it look exactly the same. Try to make it look cluncky and heavy. You can save on pixels by only making it detailed around the edges, there's a lot of flat space so you can afford to go for extra detail on the edges. mess around with the object. 2 or 3 versions of the finished mesh may be needed.



  • Texturing - Texturing is a big job on this, as you can't just apply a general skin to the object like you can with the pearl or wallpaper. The faces will each need to be individually textured. Try to make it look realistic by making the upturned, untouched surfaces dirty and grimy, make the base look grubby where boots have bashed past it, try and get a feel for the way this would be treated. Include bump maps where possible. 2 or 3 Textures will probably be needed.



  • Animation - The section that ejects the disk will need to be animated, so build this bit separate from the rest of the machine. Actual animation is not necessary.





QUOTE
Bunk Bed (OPEN)




  • Modelling - A proper bed as oposed to the futon style of the small bed, this will need more detail and more distinct shape. Try to add more line detail on the sheets and wood to give it more of a distinct shape. Try t omake it look rough and home-made.



  • Texturing - Faded orange and red sheets would suit the decor the lighthouse. Try and add ramp shaders for the sheets to make them softer. Make bump maps for the texture of the sheets, but try to keep the majority of the bed, such as wrinkles lumps and folds in the sheets, dents in the wood and so on down to modeling.



  • Animation - Any animation will be added or requested as necessary, but none is required.





QUOTE
Stove




  • Modelling - A model of the stove in the lighthouse where you find a Starkos. This model doesn't need to be immensely detailed but does need to be generally distinctive and detailed enough in the areas where it matters.



  • Texturing - Making the texture for this should be good fun, as it's simple but effective. Bump mapping is a must because this is a big noticable object. The model may not even need a texture as blender cuold probably generate a texture to fill that job.



  • Animation - None needed.





QUOTE
Fridge




  • Modelling - A model of the fridge in the lighthouse near the stove. Try to get as close as possible to the in-game version.



  • Texturing - This will require transparrent materials with slight distortion effects. Don't worry if you don't know how to achieve this; I'll sort it out once I get the final model, but if you do know how to do it, then go ahead and apply it.



  • Animation - None needed.





QUOTE
Tree




  • Modelling - A model of the tree down on the secluded little area. This will need to be very detailed in several different ways, and not an easy task to complete.



  • Texturing - Texturing for this is going to be difficult, and i may have to do it myself. Use the LSCM unwrap function to give a pattern which you can save and take into photoshop and paint by hand to give you the perfect texture. Bump map is essential and has to be detailed also.



  • Animation - Try to include swaying animations through mesh keyframing if you know how.





QUOTE
Plants and Flowers (OPEN)




  • Modelling - Many of these will be needed and as with the smaller ones, should be extravogant and wild. Go nuts with them, make them as diverse and interesting as you like :D!



  • Texturing - Make it bright and colourful, although I would suggest keeping it smooth and believable. It's up to you how mental you want to go with it though. :)



  • Animation - Gentle swaying animations or whatever you feel is necessary.





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[QUOTE][color=aaa][b]Name[/b]
[LIST]

[*][i]Modelling[/i] -

[*][i]Texturing[/i] -

[*][i]Animation[/i] -

[/LIST][/color][/QUOTE]



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