The Oh So Painful Asset List...

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The Oh So Painful Asset List...

Post  Murderoscopy on Sat Jan 05, 2008 9:35 pm

Alrighty guys, I need to compile a list of all the art assets you think we're going to need to make this look amazing, including textures, models, props, terrain, animations, and maybe even sound effects/music prefferences if you can. Even rouhg ideas will do, and appoximations are okay just give me as much as you can. It'll be up to me, Aidan and the designers to widdle it down. BUT! Don't go giving me more than you think you're capable of. Last thing any of us want is a massive art asset list and then only delivering on half of it. Anywho, have at it.
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Re: The Oh So Painful Asset List...

Post  PaulABoulet on Sun Jan 06, 2008 12:22 am

Okay talking with the designers our first priority would be a Multiplayer graveyard arena that is all overgrown with large gnarly trees and ivy everywhere. basically it would look like a graveyard that has not seen a horticulturalist (i think thats a plant person) in a very very long time. so for an asset list i was told that they would want:

Old Gnarly lookin trees.
Long Grass
Ivy vines
Moss

Wrought Iron Fence
Crosses that look partialy destroyed and run down
a small mausoleum
a Dome roofed shrine
Tombstones

and we need objects we can throw which would include (these would be the dynamic assets if you reference the work breakdown)
Tombstones
Skulls

Keep in mind all of these assets would be re-usuable

******Enviro guys should do sketches and find lots of reference******


Last edited by on Sun Jan 06, 2008 2:37 am; edited 1 time in total
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Re: The Oh So Painful Asset List...

Post  MasterHeng on Sun Jan 06, 2008 2:21 am

Alright, priority of getting down a male character and a female character is what I'm prioritizing to get done, As well as rigging both of them and other people's models if they don't want to rig them, I don't mind rigging them and painting them for other people's characters but, you're going to have to animate or tell me what actions they're going to perform and how or if it's humanoid I'll just rig it the regular.
-Male Character
-Female Character
-Textures for both and rigging them for both
-Modelling at least 2 characters completely for game use (Though they may not be used..)
-Model Sheets, 5 Characters for (about 15 images); Profile & Head on & 3 Quarters for characters considered for Player Character
-Animation Rigging (Willing to take on the role of animating other people's models if they truly despise doing it just 'cause I kind of like rigging).
-Help with making props if there's too much to build
EDIT : At vaughn's post - OK.


Last edited by on Mon Jan 07, 2008 7:07 am; edited 1 time in total
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Re: The Oh So Painful Asset List...

Post  Murderoscopy on Sun Jan 06, 2008 9:56 pm

Hey Kevin, don't worry about animating them for now. Keep the scope reasonably short, so that what little we do end up doing is polished to perfection. Unfortunately that means only working on pieces that we know will be used, so don't start considering doing work for characters if you don't know if they're going to be in it please. It's not that I don't want you to do more work, I'd just prefer it if we played it safe in terms of what we're putting out. If we have extra time, then we can do extra work, but until then it would be best to stick with the plan we went over already, i.e. the two characters I requested plus maybe a third (but only if you've gotten the all the concept work polished on the other two). That also means you shouldn't be worrying about rigging more than just one character, as we are only aiming to have four characters in the game (check out the forum post in "Important Stuff"). And we definitely don't need all those model sheets. We'll probably only need you to do one characters worth of model sheets, a profile and front for both the head and the body. Remember, it's about quality, not quantity. I look forward to what you have to present on Thursday.
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