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looking for mod team for major mod.


ZainHallows

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I don't think you realize the complexity of this mod.. If you just be modelling and level design, you're going to find it tough to find animators for instance.

 

I suggest starting off small. IE can you make the new races? If you can't then this project won't get off the ground, especially if you've never made a mod before.

 

I can't speak for modelling/texturing, nor animation (which is next to impossible to come by), but the scripts, quests, and object placement will take you about 4 months minimum.

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I don't think you realize the complexity of this mod.. If you just be modelling and level design, you're going to find it tough to find animators for instance.

 

I suggest starting off small. IE can you make the new races? If you can't then this project won't get off the ground, especially if you've never made a mod before.

 

I can't speak for modelling/texturing, nor animation (which is next to impossible to come by), but the scripts, quests, and object placement will take you about 4 months minimum.

 

as I said before, I full well know the complexity. im willing to make this mod for two years if I have to :3.

as for the race making, nobody knows right now. because we dont know how anything works yet. but if it's like oblivion, then I will lurn, or I can find somebody who does make them, and ask for help.

I started this thead to talk about getting a modding team started, not to talk about the mod :3 if you would like to talk about the mod, go here: http://www.thenexusforums.com/index.php?/topic/458758-deep-sea-adventure/page__p__3793087#entry3793087

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im willing to make this mod for two years if I have to :3.

 

But is that enough to get 12 others to do so?

I am not sure if you've ever tried to model something, but if a model takes just a second longer than your patient, you scrap it for a month. Most artist got more unfinshed projects than there are nails in a wooden house.

 

As I tell others: Start of yourself. Get reference, get concept art. Plan out what you want, why you want it and how you want it.

The get ONE artist with you, start working. Get back after a month and show us the product. Now you got something that shows your dedication! Now you might peek the interest of a few more. Keep this up, and you'll have a team in the end.

Nobody have ever "Looking for modding team for HUGE mod!" and gotten a team. They have started out, and slowly gotten casual modders to help them out. In the end there sits a modding team there.

 

Also, animations are tough. Key-by-key animations takes forever, and I doubt most people got a multi-million motio capture device to get animations to keyframes.

 

But I will give you some help, breaking up the artist you'd need:

 

3 new races

1-2 character artists. Also a third to make sure armor fits well.

 

tons of new npcs, quests, armour, dungeons and weapons!

1 Hard surface/Weapon modeller, 1-2 scripters, the 2 character artist will make the armor, 1 guy to make NPCs and write dialougs. Also about 6 to voice act.

 

new main quest.

Could use some of the others, but another 1-2 scripters/deigners to plan this out.

 

new models (ie; buldings, furiture, ect.)

 

About 1-3 enviroment artist. One for tileable floors and grounds, one for architectures and one for game props.

 

tons of new creatures.

Another character artist, with the help of the ones above.

 

5 new cites

Models are allready made, so 1-2 level designers. 1 is enough, but with 2 it goes twice as fast ;)

 

4 new regions (openocean, the deep, coral reefs, and the graveyard)

Could use the same 2 level designers as in the cities, but I'd say you'd need a few more to do this faster. There is a lot of stuff that neds to be done for 4 regions!

 

So,

1-2 animators.

Seems like a good estimate!

 

1-2 textures.

1 modeler.

Slightly off. You need: 2-3 organic, 2-3 enviroment and 1-2 hard surface/weapon. Perhaps even 1 specilaized in armor. They can all texture, or they woudn't be here.

 

1-2 coders.

Another good estimate! More coders would be a mess.

 

You forgot:

 

2-3 level designers: You can't expect anybody else to do the CK work, since they are all busy with other things.

X ammount of Voice Actors: Depends how many voiced you want, and the quality. Could get away with 4 multi-voicable voiced and some maniplating.

So, to do this project is a organized way, you need:

 

- Somebody to lead, I.E 1-2 people.

- 5-8 modellers than can texture.

- 1-2 coders.

- 1-2 animators.

- 2-3 level designers.

- 3-6 Voice Actors

 

 

= 13 - 23 people. Which is about right, as every huge project need about 15 people or more. The more modellers, and voice actors, the better. More animators and coder is a mess. More Level Designers is OK, but can become a mess since you'd need to merge ESPs quite often and what-not.

 

 

So, as you see, this is quite a lot of work. And to get 20 people, you will need to start off with 1 and move forward. The more you can show is done, the more people will join. Experienced modders want a new project, and new modders want experience within a modding team. But neither wants to join something that could fall apart by next sunday, due to nobody is in charge.

 

I hope I managed to be informative, and not sound like a big douche :)

I wish you the best, and hope this idea manages to grow!

 

Cheers,

Matth

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im willing to make this mod for two years if I have to :3.

 

But is that enough to get 12 others to do so?

I am not sure if you've ever tried to model something, but if a model takes just a second longer than your patient, you scrap it for a month. Most artist got more unfinshed projects than there are nails in a wooden house.

 

As I tell others: Start of yourself. Get reference, get concept art. Plan out what you want, why you want it and how you want it.

The get ONE artist with you, start working. Get back after a month and show us the product. Now you got something that shows your dedication! Now you might peek the interest of a few more. Keep this up, and you'll have a team in the end.

Nobody have ever "Looking for modding team for HUGE mod!" and gotten a team. They have started out, and slowly gotten casual modders to help them out. In the end there sits a modding team there.

 

Also, animations are tough. Key-by-key animations takes forever, and I doubt most people got a multi-million motio capture device to get animations to keyframes.

 

But I will give you some help, breaking up the artist you'd need:

 

3 new races

1-2 character artists. Also a third to make sure armor fits well.

 

tons of new npcs, quests, armour, dungeons and weapons!

1 Hard surface/Weapon modeller, 1-2 scripters, the 2 character artist will make the armor, 1 guy to make NPCs and write dialougs. Also about 6 to voice act.

 

new main quest.

Could use some of the others, but another 1-2 scripters/deigners to plan this out.

 

new models (ie; buldings, furiture, ect.)

 

About 1-3 enviroment artist. One for tileable floors and grounds, one for architectures and one for game props.

 

tons of new creatures.

Another character artist, with the help of the ones above.

 

5 new cites

Models are allready made, so 1-2 level designers. 1 is enough, but with 2 it goes twice as fast ;)

 

4 new regions (openocean, the deep, coral reefs, and the graveyard)

Could use the same 2 level designers as in the cities, but I'd say you'd need a few more to do this faster. There is a lot of stuff that neds to be done for 4 regions!

 

So,

1-2 animators.

Seems like a good estimate!

 

1-2 textures.

1 modeler.

Slightly off. You need: 2-3 organic, 2-3 enviroment and 1-2 hard surface/weapon. Perhaps even 1 specilaized in armor. They can all texture, or they woudn't be here.

 

1-2 coders.

Another good estimate! More coders would be a mess.

 

You forgot:

 

2-3 level designers: You can't expect anybody else to do the CK work, since they are all busy with other things.

X ammount of Voice Actors: Depends how many voiced you want, and the quality. Could get away with 4 multi-voicable voiced and some maniplating.

So, to do this project is a organized way, you need:

 

- Somebody to lead, I.E 1-2 people.

- 5-8 modellers than can texture.

- 1-2 coders.

- 1-2 animators.

- 2-3 level designers.

- 3-6 Voice Actors

 

 

= 13 - 23 people. Which is about right, as every huge project need about 15 people or more. The more modellers, and voice actors, the better. More animators and coder is a mess. More Level Designers is OK, but can become a mess since you'd need to merge ESPs quite often and what-not.

 

 

So, as you see, this is quite a lot of work. And to get 20 people, you will need to start off with 1 and move forward. The more you can show is done, the more people will join. Experienced modders want a new project, and new modders want experience within a modding team. But neither wants to join something that could fall apart by next sunday, due to nobody is in charge.

 

I hope I managed to be informative, and not sound like a big douche :)

I wish you the best, and hope this idea manages to grow!

 

Cheers,

Matth

 

wow that was extreamly helpfull and imfomitive! thanks so much, I will update the main page!

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