Fan Art: Transformers 3D Fan-Series Project (Looking for 2D artists; 3D artists; & writers)

Discussion in 'Creative General Discussion' started by Galvanitro, May 22, 2015.

  1. Galvanitro

    Galvanitro Vanguardian

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    Hey,

    My name is Matt, online I go by the nickname Galvanitro.

    For the last few years, I've put a lot of time and energy into the written and visual development of multiple CG Transformers fan-series, and this is basically a call/cry for help.

    I'm looking for people who are really passionate about Transformers and interested in creating an online Transformers cartoon made by fans for fans.

    I can link several artwork pieces from my previous attempts at kickstarting this project by myself to show off my stuff, but I'll leave that on a request basis for now. This is about the future, not the past, currently.

    I want to create a fun, action-packed cartoon that really pushes the quality levels of what a Transformers series can be. No, I'm not saying we should out-CGI Transformers: Prime. What I'm talking about is story quality. Making good and engaging stories that are both light-hearted and fun (with cool and colorful designs), but also able to be serious and take a dark tone when necessary.

    I need people who are interested in:

    2D artists for concept art, basic storyboard and scene sketches, and potentially even a supporting comic for our series

    3D artists interested in doing character modeling (both for Transformers and organic characters such as humans or other alien species/creatures), character rigging, character animation, environment modeling and other such creation.

    Writers interested in collaborating together with me to support my vision for this series and to ensure that the writing quality is up to par and that everything is solid. Also if we do a supporting comic, to be able to write and create additional stories and adventures that work in the universe.

    The biggest goal for this project is to have fun and provide great Transformers entertainment to everyone. Everyone involved will get their fair share of the credit on whatever is released and it'll be a great portfolio builder for other jobs (to those who care about that).

    Just reply here or send me a private message (or email me at [email protected]) for more information or if you're interested in helping out.

    If you're potentially interested in helping out in ways not listed above (with the exception of voice acting, because I don't want to deal with that at this time), and you want to help or think you can provide something please let me know.

    And even if you don't think you personally can help out, if you could get this call out to others and try to get more eyes on this message, that'd be great too.
     
  2. optimegatron

    optimegatron Not over, not finished.

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    I... I can help... :poke 
     
  3. TheShockwave48

    TheShockwave48 Kinda sorta artist

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    I'd love to work on some 2d concept art. Sign me up!
     
  4. evilratbat

    evilratbat EVILRATBAT

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    mmmm if i got some free time maybe able to help
     
  5. Star Cracker

    Star Cracker Well-Known Member

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    This sounds very ambitious and while I respect your enthusiasm, there are things that need to be taken into consideration, namely, having realistic expectations of what can be currently attained with the level of knowledge, skill and resources at your disposal.

    In no way is this meant to be a downer; given enough time and persistence almost anything is within the realm of possibility. However, try to start with something smaller than a fully fledged series with 22.50 minute episodes. Perhaps something closer to the way Marvel structures their cinematic universe under Disney. It's far easier to work on a stand-alone animation that's perhaps 50-55 minutes (I believe that's the length of Predacons Rising), plus you and your team won't be suffering from burnout as much (and you WILL suffer from burnout at times, especially after a year and realizing that despite all of your accomplishments there is so much more to do).

    With that said, if you are still gung-ho about trying to do this, I can give some positive feedback based off of my own personal experience and also from my time working on Galvatron's Revenge.

    So, without any particular order, these are the considerations that have to be addressed:

    1) 3D Modeling and Animation Software cross-compatibility.

    This is a big one that is somewhat overlooked until there are problems, and definitely if you have multiple software packages, import/export Hell WILL happen.

    For example, the only thing that's guaranteed to transfer over aside from the physical geometry, are UV Texture maps. This means, procedural textures created in say MODO, will not transfer over to Softimage or vice versa because there are certain things that are native to each program that will not be read by the other outside of the most basic and generic information (like say the diffuse color and maybe the specular amount). The only feasible work around is to set up your procedural textures in one app, and then bake them out to the UV unwrapped model, and export each map as a targa, bitmap, or whatever file format you wish to use and then apply them to the exported mesh.

    This of course can be a real pain as I learned the hard way. I attempted to bake out a 2048 X 2048 texture map (with several passes; diffuse, reflection, spec, etc.) and it took about 8 1/2 hours to render out, and that's for a single texture map set for one UVmap! Ultimately, it's just not feasible as I need to be working on other things. Which brings me to……

    2) Render times

    This is overlooked I think, and while it's true that it's not major until later, it really is going to determine whether or not you'll have a movie made. Let's be brutally honest, a home pc rendering round the clock just isn't going to cut it. Unless you're fine with the final product looking like crap, you'll need to consider an online render farm service, and then, it's all about the money, which while no one likes to spend, it is a factor.

    3) Time-saving measures

    This may or may not be applicable, but it might save a considerable amount of time to work within an existing continuity and branch off into your own AU. This is how Galvatron's Revenge is operating and because it's set in the Transformers Prime universe, there's already a starting point to work with and expand upon as opposed to starting from scratch.

    Also, the benefits of working within an existing continuity is that you have pre-existing designs for characters that can be used, thus saving the concept artist considerable time and allowing for the modelers to get started immediately.

    4) Online resources

    This may seem like a no-brainer, but you'll want to read up on some of these things to help refine your knowledge. I learned a lot, especially about materials here CG Education

    Also, consider a few modeling tutorials on creating faces that will deform for animation properly (edge loops are modeled off of the muscle groups in human anatomy, and while most of your parts won't deform (provided this isn't a Beast Wars endeavor), you will need to understand how to model for facial animation regardless). Also, learn more about subdivision surfaces and how they can help to smooth out surfaces and create soft edges. Any online car modeling tutorial should be able to convey the idea of what I'm talking about.

    5. Alternatives / Use game resolution models

    One idea that i didn't even think about is to use game resolution models. They'll be low poly enough to make unwrapping UV Maps not take as long, and you can still bake out textures. What you may consider is building a high resolution model and then baking out a normal map to apply to the low res. You will still have to work within the low res model constraints (like not having super detailed gears and such), but it will help out in having more models and less render time.

    This of course means, you will need some very talented texture artists, but it IS an alternative workflow as opposed to trying to do a high resolution model for animation. It'll be a hell of a lot easier when it comes to rigging too.


    6. Some parting thoughts

    I think it's cool that you're trying to help promote the medium of 3D animation in the Tranformers fandom, especially with group projects. I do however, think you're biting off more than you can chew, even if you are able to round up a significant amount of talent.

    I say this because the two major projects that I'm aware of, the Dark Glass Project set during Season 3 of Beast Wars, and Galvatron's Revenge set after Predacons Rising in Transformers Prime both have less ambitious goals in terms of production and movie length, yet have already exceeded more than 1 year in development. Heck, The Dark Glass is based off of a rejected Beast Wars script set for only 22.5 minutes and that's been going on for more than 2 years if I'm not mistaken. Galvatron's Revenge is still going strong as we continuously try to keep the fandom updated every week, but still even then there's a lot of things going on in the background that add to the development time, whether it's real life interfering or unforeseen difficulties (and they will happen).

    Now as for the pluses. I have on occasion taken a look your threads, whether it's your most recent or the former Vanguard project. Your models, while still crude in design, are showing promise with each new iteration. One thing that you have improved upon that most novice modelers struggle with are basic proportions. Your models are very good within that. Also, it's good to see that you're starting to experiment with more curved shapes. A tip I'd like to add is to bevel your edges slightly to help catch the light. It will help sell your models more.

    There are probably more things that escape me at the moment, but I think that this is more than enough for now.

    Good luck and Godspeed.