Author Topic: New "Community Artwork" Thread?  (Read 870 times)

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Offline (TLL) Heretic

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New "Community Artwork" Thread?
« on: January 14, 2009, 02:13:36 PM »
I don't want to add to the Devs workload, and thought of this after I read Defenders post in the Door 45 post:

Not to condense everything you had to say into one reason but you have to consider first and foremost, above all things, our time constraints and manpower constraints. As I tell everyone who has something to bitch about, if you don't like it, make a portfolio thread and join the team. If you can do it better, don't be a backseat artist riding shotgun. Actually be proactive. If you can't join the team due to whatever life constraints you have, welcome to our world.

You can only do so much in so little time with such little free labor.
Some things may not be perfect, but they are acceptable.

Perhaps it would be a good idea to have a "Community Artwork" thread or section of these Forums?  The Devs could post the model file of any model they wanted, or any model that people take issues with(like that Longinus for example) or even give a wishlist/challenge list to the Community (design a Manticore MBT, Exalibur Class DS, HPG Station or somesuch).  People Like the Animal, Cujo and Kitlightning could then access what you've got and  submit work back (would be easier than essays on artist merit lol).

Plus I think this would also raise the games public profile, community involvement does that. It could also help finding you guys some more modelers/animators  and ease your workload somewhat, you still get to change everything and anything, but it could fast track development in later builds, no?  I suspect every 3D Modelling and Animation student out there on the web would like the idea putting the following line on their CV:"2009: Got my animations of a Deimos Battlemech model walking, running, falling over and self-righting accepted for use in a popular game mod-  see attached file"

So I think it'd help you find new talent, grow the mod and keep the community sane as it looks like most of us have been going steadily mad waiting, and it'd give those with skills something to do, and keep the rest of us from asking 1001 variations of "are we there yet?" ;)


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Offline Masakari

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Re: New "Community Artwork" Thread?
« Reply #1 on: January 14, 2009, 03:06:54 PM »
You guys can model what you want, but it's best for us to model the assets we want ingame by ourselves.


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Offline Defender

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Re: New "Community Artwork" Thread?
« Reply #2 on: January 14, 2009, 03:22:51 PM »
You guys can model what you want, but it's best for us to model the assets we want ingame by ourselves.

I agree.
It's always cool to see people's artwork, but there's alot more to it than just making it, which is why I said people who want to help, or have the insatiable urge to critique because they can do better should apply to the team and join.

People can implement their own assets later, but it'll be amusing when people mod a mod.
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Offline Ghiest

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Re: New "Community Artwork" Thread?
« Reply #3 on: January 14, 2009, 09:38:32 PM »
Wouldn't mind getting my hands on some sort of mech models because I'm just trying to work out how they are mostly done at the moment, It's like getting a car in a bag of bits and saying ... "here mate just put this together, you will be fine".  Although I was a texture artist on another mod (was q3engine based mod quite a while ago), and my job actually involves it.  I'd really like to get into modeling properly so I can put a portfolio together.  I did ask in another thread about it if someone had some decent tips on modeling but i got the canned "persevere and do allot" which although inspiration is not really helpful.

Offline Defender

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Re: New "Community Artwork" Thread?
« Reply #4 on: January 15, 2009, 02:58:49 AM »
Wouldn't mind getting my hands on some sort of mech models because I'm just trying to work out how they are mostly done at the moment, It's like getting a car in a bag of bits and saying ... "here mate just put this together, you will be fine".  Although I was a texture artist on another mod (was q3engine based mod quite a while ago), and my job actually involves it.  I'd really like to get into modeling properly so I can put a portfolio together.  I did ask in another thread about it if someone had some decent tips on modeling but i got the canned "persevere and do allot" which although inspiration is not really helpful.

Sadly, that canned answer is tried and true because it's true.
You have to do things that spark your inspiration. I watch Sci-Fi, 3D Shorts and movies, cutscenes, student demo reels, check sites like CGSociety and ZbrushCentral, and do random shit in 3D and 2D programs with no particular goal.

The way I keep myself inspired is by doing what I want to do, which in its simplest form, is push a bunch of buttons, usually having no clue what they do, hoping something cool happens.Then I apply that knowledge for practical purposes at some point, like working on a mod, which is a practical, useful, entertaining and inspiring way to put all those random buttons to use. 
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Offline Ghiest

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Re: New "Community Artwork" Thread?
« Reply #5 on: January 15, 2009, 11:53:16 AM »
Quote
You have to do things that spark your inspiration. I watch Sci-Fi, 3D Shorts and movies, cutscenes, student demo reels, check sites like CGSociety and ZbrushCentral, and do random shit in 3D and 2D programs with no particular goal.

Pretty much what I am doing now (apart from checking out the numerous thousands of tutorials as well), my texturing is superb but my modeling looks like im playing with lego still :D

Offline (TLL)KitLightning

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Re: New "Community Artwork" Thread?
« Reply #6 on: January 15, 2009, 09:56:39 PM »
Try visit 3Dtotal.com, Gheist, they are very helpful and watching the different peoples modelling progress is very informative and helpful.


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Offline Rolke

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Re: New "Community Artwork" Thread?
« Reply #7 on: January 16, 2009, 01:54:17 AM »
Working as a team with the same people everyday is important.  Even though you may have good and experienced modelers, texture artists, programmers, etc every time you get someone new on the team the flow of work has to shift around and resettle before it can become efficient again (which actually slows things down rather than speeding it up).  This I'm sure is probably reason number one for why the devs are not quick to implement more of the types of people they already have anymore (Unless it is something they lack very badly). and once everyone has got a feel for how their coworkers complete their individual tasks you develop a workflow between each other.  Everyone knows what is expected of themselves in their respective 'stage' in the assembly line so that new worker doesn't have to stop and rework his stuff when its not ready for the next person to work on.  In this sense, I completely understand what Masakari and Defender are saying.  But rock on with the community art stuffs, just don't expect MWLL to take any active part in it at all, other than commenting on it.  I don't think that the MWLL team could really do any better or faster than they currently are with their work.

As a side note, for the people who think that things could be done better, maybe they could.  But I would like to make this challenge, look around at the other games coming out currently.  I don't see any games being made by people who are paid to do this coming out with anything that looks cooler than this does.  Especially anything involving so many vehicles, aircraft and freakin' HUGE robots! =D

fyi to the original poster, this isn't meant to be a knock on your original post at all, I understand what I think you meant.