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Author Topic: Team  (Read 3615 times)

Raxx

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Team
« on: June 02, 2012, 09:09:08 pm »

Hello!

It has been a long time, but it's once more time for me to try and start an art team up again. A very select few know what I'm talking about, so here's what it's about and the stages we'd be going through.

Goal
To become proficient at working together to create assets (video game art and cinematic art) for clients.

Stages
1. Form the team
2. Get the roles straightened out.
3. Build a portfolio and demo reel.
4. Make assets for an existing project for free, as more portfolio filler and experience.
5. Move on and advertise our services for hire.

Job Requirements
1. Communication skills: be able to maintain communications using the team collaboration website, email, and/or chat applications without disappearing unexplained for long intervals.
2. Team skills: basically, be a team player.
3. Be able to model, texture, rig, animate, and render according to set specifications. You won't be specializing in any one skillset, though you will be allowed to specialize in what subject of art you prefer to work with (organic, mechanical, etc), so long as you branch out a little when needed. Expect to have to learn new things and re-do stuff that's not up to standards.
4. Be open to using new software when needed. So long as you have a license for it, however, you will usually be able to work in whatever program you're familiar with for common tasks.

I had done some freelance work in the past. I had managed teams like this in the past. I feel qualified to once again manage an art-based team. This is not intended as a full-time job, or even as a way to pay any bills. The natural path of any team like this is to become good enough to have our services rendered for hire. In fact, this is mostly a for-fun kind of thing for hobbyists or semi-pros to do, to brush up on their skills and enjoy the feeling of completing something useful with other people. There will be tasks, deadlines, etc, but until we actually start performing services for someone else, it'll be at a relaxed pace to allow for the team members to deal with real-life without stressing out over the team activities.

If you think you have the skills, feel free to message me. If you have questions, post here. Otherwise I'll be inviting those that I think have the skills (and cahones) for it ;)
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$imon

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Re: Team
« Reply #1 on: June 02, 2012, 10:17:14 pm »

Hey Raxx,

I remember the last attempt of course! I even got a model and a half finished for that.. A frog or something?
It's at the very least a good way to stay active with 3d, since there is a goal to work for. I hope your initiative will hold longer this time around!
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CoriDavis

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Re: Team
« Reply #2 on: June 02, 2012, 10:28:58 pm »

I would like to be a part of it if I'm wanted. Not sure what I would fit best for though.  I like organic modelling.
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Raxx

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Re: Team
« Reply #3 on: June 02, 2012, 10:39:15 pm »

$imon, hah, yes! The frog guy based on Breath of Fire, part of the skills building part of the endeavor. That brings back memories ;) I have the full intention of making the team last as long as the team members want it to last!

CoriDavis, you would ultimately be required to model, texture, rig, animate, and render to some very specific standards. You'll experience a lot of growth if you can complete the tasks set out in the projects we accomplish. I'll add you in under kind of an "intern" status, and if you feel like it's something you want to stick with after your first couple of tasks, then you can stay in ;) Expect a pm shortly!
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howitzer

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Re: Team
« Reply #4 on: June 02, 2012, 10:52:06 pm »

I was going to register a new account but apparently that's blocked?  I use the name "trancerobot" these days.

Anyway, I've talked to Raxx and joined him. The last time we did this was in early 2006, and the team was called E*CG. A lot has changed since then. Raxx went on to join the Marines. I continued on with college (started a year earlier). The rest of us scattered like billiard balls, much in the way that friends do when they graduate high-school.

Anyway, here's some stuff from that era. There's more, but this was the best we had for that project.  Don't worry, it's been 6 years, we're all quite a bit better than we were back then.


Credit: Raxx


Credit: Me


Credit: Newspaper Burrito


Credit: Me, Raxx (texture)


Credit: Me (though the client supplied some concepts as well)


Credit: Raxx


Credit: Newspaper Burrito


Credit: Newspaper Burrito
« Last Edit: June 03, 2012, 06:53:48 am by howitzer »
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Janro

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Re: Team
« Reply #5 on: June 04, 2012, 02:37:25 pm »

I am quite interested in this idea. Recently I've been forced to learn a good chunk of pipeline on my own thanks to thesis. This might be a good chance to relax and just enjoy learning things again. (In maya, student edition though. Lasts till 2013)

I think I'll give it a shot. b^.^d

Don't expect me to be too active though. Both my comp and laptop will be occupied by rendering out my thesis the next couple of weeks at least.
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Raxx

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Re: Team
« Reply #6 on: June 04, 2012, 05:47:17 pm »

Happy to have ya. And starting out things will basically go at your own pace, so no worries there ;)
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sforzando

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Re: Team
« Reply #7 on: June 07, 2012, 02:37:39 pm »

Hello, I am a senior in highschool and I mainly do java programming. This summer I am writing a commercial app for Android and possibly iOS. I'm interested in commissioning this team in the near future. I used to play around in Anim8or in middle school so I'm capable of modeling but most of my time is spent writing code. Here's some examples of what I've written in the past two days:

Movement test:
&feature=youtu.be
Terrain test:
&feature=youtu.be
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cooldude234

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Re: Team
« Reply #8 on: June 07, 2012, 03:15:09 pm »

I love to join, but I'm not a fain of asset pools, infact I HATE THEM.
Do you mine if I join but only do something here and there and avoid the asset pool?

Im sure if you look around here you could find some of my outdated renders
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Raxx

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Re: Team
« Reply #9 on: June 07, 2012, 07:29:32 pm »

Hey sforzando, looks like you've got something going for you. The team is in its starting phase though, so we won't be able to pick up any clients until we've gone through at least our first portfolio project together. I'll let you know when we're available though, should you still need art in the future.

cooldude234, I don't like turning down people, but it doesn't seem like this team's a good fit for you, especially if you're not willing to get some grease on your elbows. Also, I haven't a clue what you mean by "asset pool", since my assumption of what that means doesn't really apply to us, except when building an initial portfolio to show off our capabilities.
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sforzando

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Re: Team
« Reply #10 on: June 08, 2012, 04:08:03 pm »

That's alright. Well in the future if you need clients just shoot me an email at sfzgames@gmail.com.
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rellik420

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Re: Team
« Reply #11 on: June 13, 2012, 02:47:05 am »

I would like to join. Hit me up if I make the cut.
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fromsoysauce

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Re: Team
« Reply #12 on: July 13, 2012, 11:30:30 pm »

Being on this team has helped me realize a lot about the importance of communication between the one in charge and the rest of the team.
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cooldude234

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Re: Team
« Reply #13 on: July 14, 2012, 03:37:56 am »

cooldude234, I don't like turning down people, but it doesn't seem like this team's a good fit for you, especially if you're not willing to get some grease on your elbows. Also, I haven't a clue what you mean by "asset pool", since my assumption of what that means doesn't really apply to us, except when building an initial portfolio to show off our capabilities.
[/quote]

Its not that I'm not willing to get some grease of on my elbows, its just that I don't like making things for people to use freely, (IE asset pools). I prefer making stuff for an individual project, for use in just that project.
And what I mean by here and there, is my scheduled gets bounced around all the time, sometimes I'm online 24/7 other times I will be gone for weeks at a time.
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