View Full Version : The UltimaGaiden Project
PJ125126888221
25-10-06, 06:04
Alrighty, since this is my first post on this forum, I'm going to introduce myself and the project. For those of you who just wants to scan through this looooong post, just read the bold prints. Admins and Moderators, my apologies but may this be the best place to post this? If not, I mean of no disprespect.
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My name's Paul and I'm currently involved in a group temporarily (possibly permenently) given the title "The UltimaGaiden Project(s)" which focuses on making games or digitally animated videos completely in 3D which is free to anyone. We're currently starting our first project. It was rather unfortunate that the first few who were involved in the crew when it started back in February had voted to start with a fan-project based on Mega Man.
Since it's a "fan" project, we're still trying to obtain permission from Capcom if it's allowed. However, since they have not replied to 3 emails we've sent, we will make another while project is in production.
Currently, we're trying to recruit as many people as we can before starting the production of the project. I hadn't done a lot of search for people until recently, while scanning through thousands of forums in such a small amount of time. Our first project staff meeting is tomorrrow online. I will list what we have currently in our project:
-A Director
-A scripter/writer
-A group of programmers (approximately 4-6)
-A group of digital animators (3)
-2 basic website developers
-61 voice actors (basically on hold till we need them, and I'm sure we're going to lose a few but they're easy to find as well)
-A musical band (I've only seen a picture of 4 for their group)
-2 (possibly 3) concept artists
We probably have more than this but I am not notified yet until the meeting.
I am currently the Project Director and Lead Animator. A friend and I had been working for quite a while and we've obtained softwares and hardwares (equipments and licenses) to start the project without having any legal issues against us. However, the main issue we have now is getting a permission contract from Capcom. We're currently able to pay up to $8k for the permission-contract from Capcom, but the problem is that we want to use that money mainly for supplies and extra equipments we may need to provide to those newcomers to the project (such as animators are going to need lots of papers, pencils, a light table, scanner, and the band may need some licenses for certain things and voice actors may need a special microphone or speech recordings, etc). We want to (and most likely will) avoid accepting donations for this type of project, since it may never be complete in a certain amount of time and it's considered a "fan" work.
The project is based on Mega Man and Mega Man X. The basic plot is giving the Mega Man classic series an ending while also starting the Mega Man X series. The plot normally ends somewhere after the first Mega Man X game's plot. I cannot let out too many details of the plot we have due to it may affect our writer/scripter's permission. I will say that we're doing our best in research as well to avoid conflict with any of Capcom's original plots that are already outlined. We do not want to change any plot from the original, or give it a twist or anything in the likes. Some of you have asked me this before: "Capcom tell you their plot works?" and "You have someone working from Capcom?" or "You got inside access or something?". The answer to all of those questions are 'No'.
The project and everything related to the works is currently in Pre-Development stage. We're not even done with concepts for our website yet, however, we plan on having at least something simple done in 2 weeks time. A public site will not be released until sometimes in December (this year) or January (of 2007). What we meant for a 'public site' is that we wont have any works shown for those outside of the project's staff.
We're currently trying to find anyone who's interested in participating in this project and is willing to devote quite a bit of time and effort into it.
I've inserted my Instant Messengers and Email into my profile so you may contact me through there. Please be aware that I attend to college and I am not always available, mainly on thursdays. I am online over 80 hours a week, so it shouldnt be too difficult to reach me. Feel free to ask any questions, but may I ask to not make any harsh statements or comments. I may not be able to give an answer to some depending on if it relies on another crew member's work or if it may come into conflict with a crew member. In order to prevent that, I will not be able to answer everything as expected, my apologies.
Paul Wallace
The UltimaGaiden Project Director and Lead Animator
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Edit: There are some people already messaging me with questions about the project, so I'll list some Q+As here.
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Q: What type of game will it be?
A: I'm not sure which one some of you're looking for, so I got two answers for this - (1)RPG (2)PC - and possibly PS3 if we can get capcom's permission.
Q: Will Zero be included?
A: Yes
Q: Is Zero ~this and that~?
A: Zero's included in this project, and in fact is one of the main characters, just like the games. Please dont ask me questions about Zero, or any character in particular. We're sticking with the original story while filling in some blanks with our own ideas.
Q: Do you have a website?
A: Yes, but it's not for public release yet. Here's a link but do not expect anything until 2007. http://www.ultimagaiden.com
Q: How long will it take to complete this project?
A: In my personal opinion: between 3-7 years unless Capcom puts us down sooner.
Q: 7 years?!?! Most projects are between 1-4 years!
A: Yeah? Well I stated my opinion. I'm not sure how much time some of my crew is willing to devote for this project. If you're not involved with the project, you shouldn't have much to complain for.
Q: Will you release demos/betas?
A: Yes. Depending on our comments and public attention, we will consider having it available to everyone or to a selected few. Currently, one community is abusing the privilige for everybody. We'll see how things progress through time.
Q: Do you have any storyboards, scripts, concept arts, or other works to show us?
A: Not really. The only works I can show right now is the work that I've done personally, which isnt much other than preparing this project. We'll provide some things for everybody to look at when the website's up.
Q: $8k is a lot of money... How much you spend to start the project?
A: Enough money. A friend and I had worked enough jobs and hours to get what we need in order to get started. We also had to get support from a few others in order to get more money into this project. Hopefully we wont need to go through all of this again, or the project may be on hold for another year unless we take in donations.
Q: Why is there such an issue between you and donations?
A: It's a fan project. I honestly believe that we have no right to make any benefits from this project - at least not moneywise. However, if things seem to get too low and I'm persuaded enough, we might go as far as accepting donations...
sovietcommando
25-10-06, 06:17
Moved from Smeghead to Fan Games, because it makes more sense.
PJ125126888221
25-10-06, 16:06
I figured that since the post was moved into this category, I'll try to provide whatever work I can present. Right now, I will only show a few works I've started on my own time. None of them are complete due to the fact that I hate working on textures and I'm not sure if we will be using some of these things. I will be posting more after some of us get our assignments and wants to provide some work to be shown.
[This is only one of two communities in which I'm going to provide some work previews until the site is up.]
Some of my stuff that had been started:
MegaMan X Logo in 3D (32% Complete) (http://ultimagaiden.com/Paul/MMXproj/MMX%20Logo%200.32.png)
Something I've started on my own to start coming up with a few different logos for the project. We will be focusing on Maya for the 3D Rendering software in this project.
Sketch - Mega Man X's Body (http://ultimagaiden.com/Paul/megaman1.jpg)
Mega Man X's Arm works (http://ultimagaiden.com/Paul/megaman2.jpg)
Mega Man X's Leg works (http://ultimagaiden.com/Paul/megamanleg.jpg)
Yeah... Some of you must be questioning yourselves when you seen these. These are far from final, they were just my ideas. Some of you may ask "What the **** you do to Mega!?!?!" Well honestly, we're trying to figure out how to make every character look 'realistic' in this project. Robots normally have more details shown. I'm trying to come up with different ideas so I kind of over did it in these but we're only trying to add on details, not change how the characters look completely.
Zero in production (http://ultimagaiden.com/Paul/dmac%20work/Ima.jpg)
Zero wont be done for a while. We don't know what we want to do with him yet, but we'll figure something out. I stopped working on this when the head modeling was almost complete (was looking good too! *sobs* )
Our current website layout concept (http://ultimagaiden.com/Downloads/Untitled-2.png)
That was basically made by me. I hope the website developers we got somewhat likes the layout... I don't expect them to. In the picture, the site was viewed in 2048x1536 display resolution in Internet Explorer 6 with it in 'maximized window'.
Sorry I can only provide some rather un-worthy efforts at the time but this is all I can provide. More to come while the project's in production.
**Error on the band amount: there's 5 in their group as of now**
The Walrus
25-10-06, 18:46
Ummm, you DO realize that fan games are perfectly legal as long as you aren't trying to remake a game in the series or trying to sell your game when it's completed. All you need capcom's permission is to remake a game they've made or to let them publish it and you guys can make some profit on it.
BTW- The game looks and sounds great so far. I hope this turns out well
Question- Just curious but why'd you choose a name of random numbers and letter?
Oh and do you guys need more people to help with the story?
RyuReiatsu
25-10-06, 21:25
BTW- The game looks and sounds great so far. I hope this turns out well
Question- Just curious but why'd you choose a name of random numbers and letter?
Oh and do you guys need more people to help with the story?
Yep it does sound great.
And yeah I also wonder why you chose random letters o.O
Ummm, you DO realize that fan games are perfectly legal as long as you aren't trying to remake a game in the series or trying to sell your game when it's completed. All you need capcom's permission is to remake a game they've made or to let them publish it and you guys can make some profit on it.
BTW- The game looks and sounds great so far. I hope this turns out well
Question- Just curious but why'd you choose a name of random numbers and letter?
Oh and do you guys need more people to help with the story?
I do believe this is incorrect. Just because Capcom hasn't gone after Mega Man fan projects in the past doesn't mean that they can't or won't. The fact of the matter is, if you use any of their assets or intellectual property, they can take you to court and you can be sued.
Yes but it's been stated by Capcom that as long as no one makes any revenue from the said project they could care less.
The Walrus
25-10-06, 23:19
It's true, i've read about it. Companies, well rockstar in the article i was reading, like to see people make fangames cause it feels good to them to know people want to make fangames based off the series they've made. Though they by law can't let people make money off it unless they publish the games, so in the case of Rockman 9 capcom won't sue are ass' as long as we don't try and profit from it
PJ125126888221
26-10-06, 00:40
A lot of issues all over the place guys.
First, the reason for the 12 digit numbers in my name is because they're very delicate numbers since they have a meaning. If you're a code breaker, you may be able to figure it out. There's 3 words in there. It's a personal code I've kept since i was 8 or 9 years old.
Now back to the topic... We're basically doing what you may like to see as 'Mega Man 9', however, we're doing it as a small introduction for the project. So far, our plot only consists of 9 chapters (about 110 pages) for ending the classic Mega Man and starting the X series. The plot ends basically at the end of the first Mega Man X game. In other words, you could say we're remaking a game while filling up plot holes with our own ideas, while not having anything conflict with Capcom's current sources.
Since we're basically remaking the game, even though we're pretty much following the same exact story and so on, we're trying to make the game an RPG. This is different than the original game type. And we're not planning to benefit from this project other than to show what we can do basically.
We Still have to ask for Capcom's permission no matter what. It's appropriate since we're going by their original works and using their big star's title: Mega Man. I don't think they'd like to see their original mascot dying, and we're basically doing just that for the beginning of the project.
This is our first project, and currently its a rough start. Hopefully we can gain proper respect while the project is in production (which have just started today after the meeting). We're unfortunately still looking for some people who's interested in the project.
We dont really need someone to write the story but we can make use of those who can draw and have a scanner for the storyboarding. We already have a writer and scripter, and basically he's just working from what we originally had written out on our own (which was 511 pages of written work).
Other than that, we need a lot of ideas and opinions for our current concept artworks.
I am also sad to announce that I doubt there will be any 'in-game shots' for a while. Our current programmer may be somewhat amazing from what people have told me and by talking to him but he seems a bit unreliable for today's meeting is the 4th time he had not been able to come when we need him most. This however does not stop us from the game production, but the engine for the game will not be started as of yet. I'm currently looking for another programmer who may seem more reliable. The game models and the songs and scripts will still be worked on in the meantime.
RyuReiatsu
26-10-06, 01:56
I bet later on you guys are gonna make a new company xD
*Screw capcom!* *Burns Sony* *Kills Ubisoft!*
You sound like a pro lol.
Rainbow Dash
26-10-06, 02:20
If you are remaking X1, and anything to do with it, I will be intensly critical. I mean that in a good way, though. Being that my favourite game in X1, I'll point out any incongruities and offer my opinion.
But I'm glad to see a game that's being made seriously. By saying "My opinion is that it will be done in 3-7 years," you've assured me that you're a realistic person and I can expect completeness or even excelence from you. I'll be keeping an eye on this.
PJ125126888221
26-10-06, 02:38
Don't worry about that. I think I've been trying to state that we're trying to stay strictly along with Capcom's original sources and story. I'm just filling in some plot holes whilest respecting the title's place. I won't make it seem so much like it was completely fan-works, but the extra plots added to it while not from Capcom's original sources (though it blends in), is fan-made.
Once we have something presentable to show, we'll email Capcom again for permission.
I also can't promise you that this project will ever be completed. It greatly depends on the help we get in this project. Unfortunately, from today's meeting, I've found quite a few rather unreliable in the crew. As I've previously stated to them, I will immediately take in a replacement once I get the chance if they keep it up. Capcom also may tell us that they dont want to see us producing this kind of project, and we will respect them appropriately and stop/modify the project if told as such.
We'd greatly appreciate any help that is offered to this project, as we need plenty of support. We're not a company like Square Enix, where there's 250 Digital Animators and 50-100 Pogrammers and 10 Professional Graphic Designers and so on. In return, we'll get as much as we can started/completed in this project.
Blackbeltdude
26-10-06, 05:36
Well, I don't think Capcom will mind to be honest... There's a statement on their site that even says it's ok to use their stuff as long as you don't make profit off of it. Though, asking to make the game doesn't hurt. I'm sure they won't mind if you make a 3-D game, if they didn't mind one of my teams making a VBA compatable game.
But it sounds like you want to make the game avalable to the public... unless I misread something. I honestly don't think Capcom will give an "OK" for something like that, but ya never know. Good luck with something like that. :P
Though, I don't think it's too fair to be strict with your team mates. Try to keep in mind they're doing this out of their free time, so the only thing in it for them is fun. As soon as you start making something like this "work" it stops being "fun." It's not a bad thing to replace them if you can't count on them, but it's not like they HAVE to work on the game.
You can take what I said and think about it, or just ignore it. I don't care, really. I'm just trying to help. :P
But, aside from a handful of spriters who make work from scratch, you probably won't find too many people here that can help. If you want to really get people interested, cash is the way to do it. Other than that, be digilant I guess. You should check the forums at conceptart.org it's a good site. They've got a job section, so it might not hurt to post this game there. (There's a free and paid section.) You'll at least find people who specialize in things that can help you there.
But yeah, good luck. :P
PJ125126888221
26-10-06, 06:20
Thankyou greatly for your support, Blackbeltdude, we greatly appreciate it.
By saying 'strict' though, I meant that some of us involved in this project is very serious about the works involved, and the crew is rather increasing to a large and preferrable number. I think I'm an easy going person, as I rather be friendly with my crew than to be their 'Boss'. That's why I hate the title of a Director, and prefer to be more likely the Project Organizer, but most of the crew doesn't think that's likely demoting myself, so I'll leave it at that.
However, I may be easy going and a bit humorous (through weird things or my own stupidity/lack of knowledge), I am one of the few who are a bit serious about certain works involved in this project. If I see someone not putting enough effort or providing low-quality work, I'll make that statement and try to provide them with support from another crew member, or myself personally.
Spriters arent bad, that's a reason why I've made a post in this place. 3 people since I've started this thread have taken interest in the project, and they're from this forum. Then I'm also getting good comments and support from this community, it feels great to be here as well as my crew and I feel respected fairly.
I prefer to label this as "work" only because I've been hauling my butt like crazy for almost a year to get this project going. Same goes for (one) my friends, Zack, who was one of the original starters of this project. Unfortunately tonight, I've gotten a notice from him that he may not be sticking around after all he had provided to us. It's somewhat depressing for my part that he's leaving us (basically because his girlfriend thinks he spends too much time away from her).
And for those who are participating in the project as of now, there's a lot of work involved and things get heavy real quick from our current position. Because of that, it's difficult to say it's "fun"... I even labelled it as "It feels like school's starting again!!!" and man, I felt horrible in that meeting today. But overall, it wasnt so bad. A few of us are actually able to deal with it and really do want to put in some time and effort into this type of project.
About making the game for the public, of course we do. We'll ask Capcom for permission so we can get the proper licenses and equipments to make this public. By that, we mean by making it available for PS3 and such (I dont like the idea for Mega Man on Xbox, and the quality from Wii may be degrading our work efforts. We'll still consider them, nevertheless). We may sound like we're going to profit from this but if you look at it, we're basically asking for our work to be shown. We don't really mind if we don't even benefit from this project moneywise, we want to show what we're capable of doing and actually do what we want in projects like this. If we do get Capcom's permission, we would feel honored to be able to use their works and to be realized by them. We do not, and will not, disrespect Capcom or the law by wanting to benefit from this project - however, that would be a great plus to this project if Capcom ever gets around that with us. (Hey, I even dream that Capcom may hire me in the future! lol - I can dream at least :P )
I'll definetly be checking out that site right now. I have no idea why I'm not familiar with that site... Again, my stupidity gets me nowhere in some areas. I greatly appreciate what everybody has done for us here so far. By far, this is the friendliest forum we've been to out of all of them.
Don't forget guys, we're also working on the Movie Portion of this project. The Movie and Game are based under one project, and are considered our current two sub-projects. This however does not mean that they are going to be combined. We're making the Movie project seperate from the game, however - we may include some clips and seperate movie works for the game project, but it's highly unlikely.
In other words, think of it this way:
We're doing the same thing like how Square did their Final Fantasy 7 - the made a game and a movie, except that we're doing it at the same time, and based on the same exact plot and story. We do not plan on making the movie portion any longer than 2.5 hours. Story boarding is also in pre-development stage right now.
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I am currently working on making a notice for DMAC (Digital Media Arts College). I will be posting information about this project in the college and maybe once in their forum - if permitted. This will allow us to have several animators involved in the project and actually consist of those who are at a higher level than I am at 3D Animation. With the support from our professors, the animation sub-project will be worked on greatly.
There will also be another staff meeting later for this project once the lead programmer responds to my email and gives me some required information. By the looks of it, I may have to recruit more programmers for this project. We'll see what happens in a few days time.
RyuReiatsu
27-10-06, 00:32
You promise alot & I believe you.
Work like hell & I'm sure you'll be really done!
You show alot of professionalist hehe.
PJ125126888221
27-10-06, 01:44
Thanks, that makes me feel good. Don't forget that I also have a crew, they also support me a great amount (though I had to find more than 90% of them). I'm hoping that I'm not making too many promises, though I can promise you that we are attempting to give this project a shot with a Mega Man title, and hopefully gain Capcom's proper permission.
For those of you who can draw, have a scanner, have a computer that is decent (like running Maya and Adobe and multitasking without many issues), and can afford a few things on your own, though you're not modellers or animators or anything of that sort, you can request me to teach/train you how to become an animator, I'll be more than glad to train those who are interested - as long as they want to be a part of the project. Thing is, training in this area requires a lot of time, even on my part to figure out and teach you individually (or in a small group) just about anything I know as an animator. I'm already doing this for a few people, yet I am also a student myself at Digital Animation.
If you do not know much about your computer, I wont be able to help you much unless you're familiar with the hardwares you have. You may speak to me directly and we can check to see if your computer is comfortably capable of running animation applications. Maya eats up CPU and Processing speed as well as Physical Memory very quickly, so it's necessary to check before anything else.
For those of you who do not know what Maya version we're using, we're going to be sticking with Maya 7.01 until there are more bug fixes in Maya 8 (since it's autodesk's first step in combining 3D Studio Max and Maya together). I will have the crew move to Maya 8 once a Direct X SDK package comes out with proper plugins specifically for Maya 8. What this will let us do is export our work into Direct X graphic formats, which is compatible with the popular Direct X Graphic Engine for Windows.
We wont really be using 3D Studio Max in this project, other than for a rather few exceptions in certain areas - but overall, we're sticking with Maya since it gives us more freedom and much higher quality to work with (along with the ability to crash at an unbelievable rate on windows!!! *throws fist* )
Macintosh users are mostly set for Graphic Design, and I will not really train those for Maya 6, even though I'm familiar with it. Because Macintosh lacks a lot of Windows capabilities, the animators will lack the ability to use a lot of tools associated for their work since they're only available for Windows. In this case, it's hard for me tot rain those of you who are using Macintosh. My apologies if I put you down at the last minute.
Windows Vista users, I've encountered numerous bugs on quite a few softwares while running this incomplete operating system. To be honest with you, I really dislike Windows Vista other than one of their earlier releases (which were labelled as 'Windows Codename: Longhorn' ). You can work with the softwares on this operating system but for applications like Adobe Photoshop and ZBrush and Crimson Editor, I've had compatibility issues and glitches somewhere along the line of using them. So please be aware of this and note that it may be very annoying to work with until there are software updates or compatibility fixes made by Microsoft.
Other than that, I think that's it. I'm hoping we get at least 20 Digital Animators from my college. If that's the case, I can promise you that we will be trying to compare our final results (at least graphic wise) with Final Fantasy 7: Advent Children. We have the advantage to this by using some tools that Square are not. However, our disadvantage is that we may end up working slowly, but will progress.
Blackbeltdude
27-10-06, 05:58
Ya know, your concept designs are so different from Megaman... why don't you just do some renaming, and coin it as an origonal game instead? You could even make more money that way, plus that 8K can go to something more important... Like rights or contracts or something.
PJ125126888221
27-10-06, 06:03
indeed, but I did not win the vote the crew made in the first place.
We're trying to keep similarities and my sketches were not really final. They're ideas to add some things on to Mega. We need to modify their current features in order to make them look more mechanical and realistic. Look at Final Fantasy 7 Advent Children, and then the game. They looks similar but there are major differences in their appearances. The differences were to make them look more realistic, however - they kept their main features and title, correct?
No concept arts are finalized as of yet. We're currently awaiting for more animators before we make finalizations. And that sketch I had made is a bit old (since May or June).
We'll consider the original project if we do not get Capcom's permission or they tell us off or some other obvious reasons.
Edit: A megaman full in rubber and partially armored suit would make it seem like there's a human in a costume once we try to make the character seem more realistic, so it just wouldnt seem right.
Edit: You shouldn't have to worry too much, we've been constantly planning this project for about 9 months. There's a lot of things we went over, and therefore is why I cant figure out everything to post, so responding to posts like these would make a better understanding.
Edit: Also, a game project based on another's work, and making a [rather huge] conversion is a major challenge, and I think we're up or it. This is probably a great goal for some of us already in the project, because I know for sure - that's one of my goals.
PJ125126888221
29-11-06, 21:15
Reason for Double Posting: Updates
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Help Wanted
Artists:
The project is currently in planning stage and we're currently in need of those who are willing to draw quite a bit (such as doing sketches and/or concept arts). The minimum requirements for this is basically:
-Pencil
-Paper
-Digital PC Scanner
The kind of artworks we're focusing on is (of course Mega Man related but) realism. By that mean, we want artworks that would be set for a more realistic appearance once 3D animators model and textures them.
The other reason why we need the artists is for the storyboarding. However, for the story-boarding, we're a bit strict on the camera views, as well as this is going to be a heavy job. The animators are a bit picky when it comes to artists with the storyboarding - not so much for how great they may be able to draw but their perspective views and angles while being able to decently draw for the animators to understand it.
If you need examples, please email me, I will be glad to provide info or sources that we currently have for those who may be interested in being the project's artist.
PJ125126888221@gmail.com
Story Writer:
The only other type of worker we need is someone who's willing to work on the story. We have a version we originally worked from but with more than 1 story-writer working together, it'll be easier to debate over what's best. The jobs the story-writer would have is:
-reading the original story before working
-doing their own personal brainstorming
-working with their partner on rewriting the project will be based on
-working on voice actor's scripts
-working on game/movie scripts
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The site and it's contents will be complete no later than mid January 2007. Sometimes by then, there will be artworks and WIPs screenshots presented on the site along with some contents that may be useful relating to the project and our resources we're using for this project (and we'll probably have a license prepared by March).
We're set on our programmers for now. We may be able to use 'intermediate-experienced' Macromedia Flash animators for the site if interested.
[fish in space]
29-11-06, 23:01
I might be able to do a little art.
PJ125126888221
30-11-06, 00:13
Thing is, I alone have done 31 sketches in 1 day for 1 character for the MMLEx Project (which I'm supporting). The reason for this is to get various ideas. A concept art will look very clean and professional with all the features the story-writers prefer to have on the character - which is most often chosen throughout an artist's sketches. Those 31 sketches took me probably 11 hours worth of effort, however, average works normally take anywhere from about 2-15 sketches. So it's very time consuming. In this type of project, the artists and programmers are the two busiest groups of all.
If you're interested, or got any questions or requests, please either email me or make a post on here and I'll respond rather shortly. :)
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@tuna unleashed:
Sure, I've seen a bit of your artworks. Though it'll be a little difficult to go towards concept arts (heck, i have a hard time making any of my drawings count as a concept art right now and i'm in college for it!), but as a sketcher, you could blend in pretty well.
I like your sprites quite a bit, though we may have a hard time making use of it unless you're able to do some texturing.
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Edit: Here's the sketch they wanted in the end for their upcoming concept art - which i'll hang myself if they assign me to do the concept artworks.
http://www.ultimagaiden.com/Paul/MMLExProject/Drawings/Trigger%20Purifier%20Sketch%2031%20(reeditted).jpg
[fish in space]
30-11-06, 00:29
That drawing's awesome! But what do you mean by texturing?
PJ125126888221
30-11-06, 00:34
Thanks :) Took a while to work on it lol
Ahhh...
Well you do know that this project is completely 3D correct?
If not then... you do now :D
Anyways, texturing is like making the skin or visual appearance on a 3D Model.
An example in terms would be like... you're making an image as if it were wrapping paper for a model.
Uh... dunno if that makes much sense but if not, let me know, i'll be sure to put an in-depth info about what it is with images :)
Edit: Texturing is also good for environmental appearance as well, since it brings live to the walls other than just a plain boring color or grids.
[fish in space]
30-11-06, 00:44
Yeah, it makes sense. I knew it was 3-D too.
Ninja_alamode
30-11-06, 01:09
I could do some art for it as well (seeing as I seem to have a lot of time on my hands lately)...PM me and I will PM you back an example of some of my artwork.
PJ125126888221
30-11-06, 01:44
Message sent > got a response > replied > and pending :)
Thanks :D
We're limiting ourselves up to 10 artists. I'm currently looking trough Fan Arts and concept-artists throughout the web that may be interested. If anybody's interested, please let me (or another project group leader) know before the end of the week.
Any questions and requests will be given a response (i know i repeated this a lot but it's a reminder :P)
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