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The Relentless Movie project The general for of The Relentless Movie Project. The goal of this project is to make a CG movie of Relentless.

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  #1  
Old 2006-07-16, 17:20
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Progress ?

What's the progress of the project, in percentage i mean...
Who's the leader if there's one ?
I just wanna know what this project is becoming, what are the problems with it, how they could be solved. I know i'm not part of it, but it's imo the most interesting lba project ever, and i would really like it to be finnished one day.
I read many interesting ideas in the threads i read, and wow guys, it would be so greaaaat !!
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  #2  
Old 2006-07-16, 17:46
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Leader should be Darkflame or Firephoenix, not sure which one.
There are quite some models done, but there are still lacking some character models and complete scenes.
I heard of a block animation coming up too.

I'd say 15 to 20% done, just looking at the whole thing.
Of the models only, I'd estimate a 50%..
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  #3  
Old 2006-07-16, 21:11
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Darkflame is the 'leader', and Firephoenix maintains and controls the http://rmp.magicball.net/.
I would say a little less is completed than 15%, but the script is in progress (mostly written by Lightwing, Atresica, Darkflame and Firephoenix) and will give a better idea of what direction to go in. After the script is complete, it is possible that a few of the existing designs and models will need changing.
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  #4  
Old 2006-07-16, 21:13
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That seems to be more than i thought.
I expected 5% or something...
What kind of help is needed ?
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  #5  
Old 2006-07-16, 21:42
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We're in a great lack of texturers and riggers/animators. Because the hellelot of models we have there - http://el-muerte.student.utwente.nl/~rmp/3dmodels_image - is absolutely useless as long as objects/grounds arent textured and characters arent rigged.

Maybe we should lead a promotion campaign on CG forums to find some 3dsmax geeks, because else, with or without scripts, we're going to a bottleneck.
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  #6  
Old 2006-07-16, 22:10
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What do you mean exactly by texturer ? The one who creates textures with photoshop, the one who map textures on models or the one who does both ?
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  #7  
Old 2006-07-16, 23:37
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Well I guess we can already find enough textures on the web for most grounds/objects, and parametric textures are useful too.
Nope, I guess we mainly need people able to apply those textures and give a Kewl look to the "flat" objects we have.
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  #8  
Old 2006-07-17, 01:38
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Quote:
Originally Posted by Firephoenix
Well I guess we can already find enough textures on the web for most grounds/objects, and parametric textures are useful too.
Nope, I guess we mainly need people able to apply those textures and give a Kewl look to the "flat" objects we have.
We should seriously have a discussion about renderers to use.
Mental ray has some really _REALLY_ great standard materials, like glass and such, and there are lots of packages with shaders for it on the web.
It could save us some texturingwork, and we don't have to tweak things like water, glass, sky, dirt, lamps, metal, etc.

Only negative thing about the whole plan is we all need to have mental ray to render the scenes.
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Old 2006-07-17, 15:05
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Quote:
Originally Posted by Firephoenix
Well I guess we can already find enough textures on the web for most grounds/objects, and parametric textures are useful too.
Nope, I guess we mainly need people able to apply those textures and give a Kewl look to the "flat" objects we have.
I may try to help on this, i'll get some tutorial and learn on 3dsmax more about texturing, and then i'll try to help...
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  #10  
Old 2006-07-17, 15:50
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You know it really is nicer to make all the textures yourself(except if you're aiming for a fotorealistic style, running around the city with an expensive camera doing shots of the pavement might not be the best way to spend your day...), becouse then you keep them all at a certain level, with a certain color scheme, with free textures the thing is you will have to meddle with saturation'n stuff to make everything fit.
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  #11  
Old 2006-07-17, 16:10
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I agree.
This is much better to make special textures for the project.
As this you have 100% control on the color scheme/tones of the film.
Thought it's more work, and few people can make it well, i think the best person for this is you Jasiek !!
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  #12  
Old 2006-07-17, 16:21
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I agree
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  #13  
Old 2006-07-17, 16:37
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Quote:
Originally Posted by Link
I agree.
This is much better to make special textures for the project.
As this you have 100% control on the color scheme/tones of the film.
Thought it's more work, and few people can make it well, i think the best person for this is you Jasiek !!
Yeah I agree, I think Jasiek should make the whole movie.
Good luck Jasiek!

*j/k..*
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  #14  
Old 2006-07-17, 16:45
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I meant, he is the best for this, i didn't made he should do everything, raahhhhh !!!
My opinion is there must be someone to make most the important textures, and it must be a skilled person.
Others (I for exemple) can do more simple textures.
There should be a color palette that every texturer should refer to in order to keep all textures in the same color scheme. Know what i mean ?
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  #15  
Old 2006-07-19, 21:41
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Actually, the first posts about 5% are true.

We've done lots of work, but it's only a tiny fraction of the whole.

In addition to not having most of the scenes done, we also don't have 90% of the script completed, practically no texturing, no model rigging, and zero animation. We also haven't acquired voice actors and recorded no voices or sound effects.
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  #16  
Old 2006-07-20, 00:41
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Quote:
Originally Posted by Lightwing
Actually, the first posts about 5% are true.

We've done lots of work, but it's only a tiny fraction of the whole.
Now I think of it again.. We didn't even set a goal yet.
I don't think it's even possible to have a percentage at all.

I mean; I heard plans about a small trailer, and plans about a one-hour movie.
And offcourse everything that's between the two.
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  #17  
Old 2006-07-20, 01:25
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So far the goal is to create a "full length" feature film on the adaptation of LBA's plot. We don't exactly know how long, except that we don't want it to be too short or over 1.5 hours in length.
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