My suggestions, taken in cosideration or not.
Issues:
1)Team members: find some members that are trustworthy and hang on to them. A concentrated smaller team is a lot more efficient that a big team that looks good only on the credit list. I found pretty easy to find people but hard to make them stay (i m sure this come to your notice too) so it s necesary to have a boost for them from time to time and that boost can mean anything from a smaller official update to a previz animation, or 360 turnarounds.
2)Modeling: i think at some point there was a talk about making a shared database with models that could be instanced. This data base is important and should be made.
3)Organisation: each new team member will be given at start point this xref archive, a desgin document with his section of Minas Tirith as long with the concepts available, the modeling guide and other small things that make sure the new guy has everything he needs to work in good conditions and have no reasons to be confused.
Deadlines are a must. The argument that everyone has a real life and is working on this project in their spare time is not a good one considering that they have joined the project.So make realistic deadlines (taking in consideration all the real life tasks…and a marge of error about 2 weeks) and try to stick to it. When someone comes to the team and sees how loose everything is and unorganised hi s start mood will end up loosing it s power.
For example: Project final deadline: July - 2009. (final real time version)
Top levels (level 5-6-7) deadline - august 2007 (including texturing)
Texture database: august 2007 (only diffuse)
and so on.
You might consider telling members (making it a rule for team members) that if they proove bad behaviour (missing deadlines, lack of skills bad communication skills etc etc) they will be kicked out of the project with no hard feelings. This will give a serious aspect for the project. I know what you will say…but we have to stick to what we have with our teeth…well it s not exacly like this.This will look harsh…but will make most of the new comers to stick to their work (that if they really like the project).
PS: for this tactic to work they need to see really serious people in the project leading board. Otherwise they will say…“heey…if they are not working and are missing deadlines why should i get punished when i stricke one”
Maybe an inside team ranking depending on the amount of work each one is doing will make people work harder to be ranked.
4)Texturing: i see this rather simple to resolve.One big database of diffuse textures with proper naming tags.
Example: Lev1_right_023_stone.
All the diffuse textures are clean textures( i mean no obvious dirt/cracks and with some special purpose). The dirt will be added ontop the walls as masks with opacity maps.This option has many advantages.The most important one is you have full control of were the dirt is and what dirt you want to use without needing to make houndreds of textures with many combinations.
So there will be a big data base with diffuse textures, dirt textures, plants, cracks, and all bunch of other details organised in an intelligent way.(i don t know if the viewer supports displacement,bumb,specular etc).
Each scene should use a multy sub object material.
I wonder if vertex color exporting is supported by the viewer. If so you might consider using vertex paint to fake the light. It s much less resource consumer and might even look much better.
Take it or leave it…















