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Recruiting Mod Team


Ashfyr

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You don't "learn" to model in any short time span. Heck, the people who can model any decently got at least 1-2 years of experience. I am sorry to say it, but the average modeller have gone through half the tutorials on the internet, paid for countless DvDs and got countless houres in. And even then, you are not a "good" artist before at least 5-10 years in the industry. Most people who model here, exept a few, are not "good" modellers. The every day "cool" model you see on the nexus is not "good", but "OK". Do you know how many times I see a bad Specularity map? Or a Normal map out of Crazybump that looks like crap?

 

I only half-agree with this. True, modeling takes time to learn, but 2 years are a bit too much. 5-10 years is really too much.

 

You can go from a total idiot to a nearly OK modeler in a few months to half a year because there are only two things that are actually hard to do, UV unwrapping and texturing, the rest is quite easy. I'm one of those you call "not good modelers" but I'm pretty satisfied with my work although it's not nearly as good as some of the stuff I've seen here on the Nexus. But my point is that you don't need a lifetime of experience to make a model. For example, this is what I made with 2 months of blender experience:

BladePresent2.jpg

I took a look at your models and I doubt this is much worse than the ones you make.

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I believe that if for most people that model is "cool" it fulfills its purpose now doesn't it ?

 

You should indeed master some specific aspect of modding. It will take you around a year to learn all of CK's functions and one more to master it through trial and mistake (Maybe I'm giving too big numbers o_O). While some of this time you'll spend reading tutorials , most of it you should spend on practice. Saw some kind of a flaw in the game or perhaps in another mod ? Open the CK and fix it...

You can also learn scripting quite fast if you basically know the logic behind it. It really helps if you know other programming lenguages. The logic behind TES scripting is quite the same as for any other language, once you get it all you have to do is to learn the words :) . You don't have allot of commands in TES BTW ...

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I believe that if for most people that model is "cool" it fulfills its purpose now doesn't it ?

 

You should indeed master some specific aspect of modding. It will take you around a year to learn all of CK's functions and one more to master it through trial and mistake (Maybe I'm giving too big numbers o_O). While some of this time you'll spend reading tutorials , most of it you should spend on practice. Saw some kind of a flaw in the game or perhaps in another mod ? Open the CK and fix it...

You can also learn scripting quite fast if you basically know the logic behind it. It really helps if you know other programming lenguages. The logic behind TES scripting is quite the same as for any other language, once you get it all you have to do is to learn the words :) . You don't have allot of commands in TES BTW ...

 

I learned quite a bit about scripting playing around with the construction set with oblivion, though according to Bethesda, the new CK uses a different script set, so need to relearn a lot of things. And as far as mastering the CK, the numbers you gave are about right if you plan to master everything i would say, but if it is like the CS, (according to BethBlog, it is), most of the more difficult functions i most likely wont use. (animation, etc). I believe that the rest shouldn't take nearly as long, going by the CS for comparison. Anyways, I was wrong about how long it would take to learn modeling, I admit, though I am learning a lot each day I practice. :) Though, I don't think Blender likes me very much.

 

 

 

Related to the mod though, 747823 has allowed anyone to use his mod's resources, so I will be including a number of items from it in the mod.

 

I will just point out a few things out and hope you might get a few tips:

 

- You say you are "decent" in about everything. This means you are not "good" in any. That will not do in any decent mod. You will need to sharpen a few of them, not all of them.

- The project is a little too much. Getting a mod team is rarer than you'd expect. Even if you get people, we are running into the months of exam soon, which will lower the productivity to about 0%.

- Get a concept artist to draw the concept for every model. Having a concept artist on the team is a million times more interesting for people like me - a modeller, than you sending us to google for reference untill we find something.

- Plan it all out. You got a good idea, which is nice, but you need to plan it out. Make a folder, call it *Mod name*. Make another one, call it "Ideas". Write your ideas, make a design sheet, collect reference/concept, etc.

 

Well, I wish you good luck with the project and gathering a team, and hope it will get some footing. With enough dedication, you can pull it off!

 

Cheers,

Matth

 

Ok, to add some stuff here:

- I am actually "good" not "decent" when it came to using the CS, hopefully same holds true of the CK.

- I guess mod "team" was a mis-statement, since I am really looking for people to contribute here and there, not particularily stay with me in the making.

- Concept Artist? You mean someone to draw the items? I am actually a rather good artist when it comes to weapons, but really suck at drawing armors and the like. though i am sure I could probably manage buildings without a problems, though I have never tried. Though, I have no Scanner at the moment, so Getting those drawings online may be a problem.

- I like the planning Idea you gave, I will do that

 

Thank you for the input and the help

Edited by Ashfyr
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