Graphics Reference
In-Depth Information
and open them for inspection. Make sure that any texture images have been packed and that the artist has
obeyed any rules you've given (like no raytracing!). Select all of the objects in the fi le, excluding any lamps
or cameras the artist had used for testing, add them to an appropriately named Group, then save and close the
fi le. The asset can be linked into your set or shot fi les as a dupligroup and scaled and placed accordingly.
Having artists work on materials is even easier. Just send them your single-object asset fi le, have them apply
textures and materials, and return it. As long as they haven't altered the geometry in any way, you can drop
that returned fi le into place in your models directory, replacing the original, and that object will now be tex-
tured throughout your production.
Of course, dealing with people is neither simple nor mechanical. Here are some guidelines to follow when
asking for help:
Before you begin asking for general help in web forums, try to fi nd some people who are familiar with
Blender and whose artwork style seems to fi t with your project. You will have a much greater success
rate by personally contacting such artists with details about your project and exactly what you need,
rather than making an online cattle call. It will help to include a little bit about yourself, how much time
you already have in the project, and perhaps a few bits of teaser artwork into the request.
When someone expresses interest, show them some more of the artwork you already have fi nished, as
well as a little of the animation. This will help them to decide if your project is something they want to
devote their time to. Not every project fi ts every artist.
If someone is interested, give them a small assignment or two to see how they do. You will not only be
considering how their fi nished products actually look, but in how well they can stick to a stated time
frame. If they say, “I can do it in two days,” do they really come through in two days? Obviously you
cannot be a slave driver about it, but it's good to gage how much time the person has available.
Don't ask for too much. Remember that you've decided to put your sanity on the line by producing a
short animation, but no one else has. Don't be demanding. No one is going to die if someone ditches on
adding textures and materials to your picnic table model.
When giving an assignment, be clear about it. Provide reference images or artwork (web links are fi ne),
as well as a clear description of what you are looking for. Do not say, “Just make whatever you want.”
Indicate any restrictions you might have (no raytracing, no blue, whatever). For quality and completeness,
ask them to use the PNG format for texture images and to Pack them into the BLEND.
If you have one available, provide your stable of modelers and shaders with an FTP site where they can
receive and load jobs. While these sorts of transfers can be done by email, packed fi les might become
quite large.
As your project progresses, share as much of it with your helpers as you can. It's nice to feel as if you're
on the inside of something cool.
You will receive fi les that are not exactly what you had hoped for. Before rejecting them outright or
asking for revisions, there are a few things to consider. First, how long will it take you to bring the work
into line with your original idea? It might be simpler just to make a few changes than to go back to your
artist for a revision. Second, could this idea work better than your own? Try it and see. If the work sim-
ply doesn't fi t your project, be diplomatic. Examine your original request—it may have been unclear.
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