Announcement #6: Final Presentation Premiere!
Announcement #5: Conceptualizing the Final Animation
Announcement #4: Closing Post
Announcement #3: Blog, Syncing Saga & More
Announcement #2: Updates & Loose Ends!
Announcement #1: Collab2021 has officially begun!
#Collab2021 is focused on stylized, low-poly, fantasy environment creation! Specifically this gorgeous illustration by Vadim Zaitsev:
You can find more from Vadim on artstation.
Through April we will be creating a comprehensive 3D version of this environment and we need a committed team to make it a reality! If youâre not sure what this Collab format is all about, check out the blog article first. If you know what youâre getting into, continue reading about how to register and what the schedule will look like.
Collabs are open to all Citizen members (membership is required to participate). You need to be subscribed by April 5th and remain subscribed through May 4. You're welcome to subscribe earlier so you can access the recommended courses listed below. This option could be helpful for focusing on learning from content before the collab begins at which point you can focus primarily on applying what you've learned.
Collabs donât have an official web page or system built into our site. Instead itâs facilitated through the Forum, Live Streams, and Google Docs. Fill out this form to register for the Collab. This will give us insight into how many people are interested, the skill levels involved, and some other info thatâs helpful before we get underway.
The last day for registration is April 5th. After April 5th the team will be closed! [evil laughs]
As with any production, one can only plan so much before unanticpated things come up. Thatâs to say we will be at the mercy of the project and the content could change as needed. Schedule should remain the same though.
Goal: Since weâre working within a low-poly, stylized (simplified) genre I think we could finish all the modeling in the first week. For most assets in the scene the modeling is straight forward. For trees and bushes itâs a little different. I highly recommend using the Sapling Addon included with Blender) as taught in the stylized forest course. Similarly clouds will be a unique asset to tackle; something we will need to brainstorm as a team.
Stream 1:Â April 6th @ 1pm US central time
Helpful Content:
Week 1 Homework Due: April 11th by midnight
Goal: Itâs possible that sculpting will be the next step for some assets (ex: rocks) and not for others (ex: trees). If your asset doesnât need sculpting then your task this week is UV layout and texture painting a color map. If your asset needs sculpted detail, you can do that in addition to the UV layout and texture painting. By the end of the week we all should have our completed model painted with a color map and sculpting done if applicable.
Stream 2:Â April 13 @ 1pm US central time
Helpful Content:
Week 2 Homework Due: April 18th by midnight
Goal: This should be an easier week than the first two. Since the style is simplistic, the material can also be simplistic. It can also be more complex if one is so inclined. Things like procedural texture accents, procedural water, randomization of the same material across multiple objects, etc. Additionally we will dip our toes into lighting. At the very least we need to implement lighting in a way that informs our material qualities. At the most I want us to light our asset in a standalone presentation, as if you were presenting it to a supervisor for approval.
Stream 3: April 20 @ 1pm US central time
Helpful Content:
Week 3 Homework Due: April 25th by midnight
Goal: As with most productions, the last stretch is the most unpredictable and often results in a lot of problem solving. I expect this week to be a smorgasbord of  tasks from catching up / putting final touches on assets, assembling the final environment together, polishing lighting and atmosphere, and who knows what else.
Stream 4: April 27 @ 1pm US central time
Helpful Content:
Week 4 Homework Due: May 2nd by midnight
With the project officially complete, this stream is meant to be a celebratory bookend. We will revel in our hard work and discuss a post-mortem: What worked well, what could be improved next time.
Of course communication is key for effective teamwork. To facilitate this we will utilize a network of forum threads.
Discord:Â Our resourceful Team Leads have setup a discord server for us! The server features channels for each team including audio + video capability.
Discord is best for LOW LEVELÂ communication since itâs the easiest, quickest way to communicate. By âlow levelâ I mean casual, small-consequence discussion. The main negative of persistent chat is its brief nature; comments appear and then immediately get buried. This is fine for the majority of our discussions (letâs say 75%) but we want to avoid important info getting buried.
HIGH LEVELÂ communication is the important stuff that shouldnât get lost in a persistent chat. Please keep high level discussion like protocols, announcements, lengthy troubleshooting and idea pitches on the forum threads listed below.
HQ Forum Thread: This thread is the foundation of our communication structure as denoted with "HQ" in the title. Discussion here should be broader in context; having to do with the project as a whole. It's the place I will be posting important announcements for everyone involved. It's also  ideal for general questions about the project and light-hearted "water-cooler talk" for the team. Things like encouragement, inspirational info / artwork, relevant memes. I love memes.
It's NOT ideal for *specific* things like questions pertaining to a certain part of the environment, WIP of individual parts, or person-to-person discourse.
Team Threads: If more than 30 members register for this project we will divide into sub-teams. Each sub-team will collectively tackle a group of related assets and will be lead by a member (most likely contributors from #collab2020). Each team will have a dedicated forum thread for specific discourse pertaining to their parts. Same guidelines as the Central Thread but with a specified topic.
Individual Homework Threads: Each contributor is required to create a thread for themselves for posting homework confirmation at minimum. This is also where any discourse about your specific part happens. You're encouraged to treat it as a work-in-progress (WIP) thread, posting updates about your work as you go.
Direct Contact: Tagging is ideal for directly contacting me or anyone involved with the project. Tag me (@theluthier) with questions or advice in any of these threads. I guarantee I will be checking my notifications regularly every Monday-Thursday throughout the duration of the project.
Of course the more people that register the less accessible I will become for direct / lengthy conversation. This is where sub-team leaders will be invaluable. If we break into sub-teams please contact your leader first, then me second.
Livestream Chat: The realtime interactivity of streams is another great way to communicate. Taggin works there as well along with an additional tool: Typing "[Q]" in the chat adds a blue "question" label to your post. This makes it easier for me to spot direct questions for me to answer while streaming.
DISCLAIMER: These guidelines are only intended to streamline the challenging task of communicating globally across the internet. They're not meant to create a tense atmosphere of rules! We're a relaxed, reasonable bunch of Blender heads. If you don't know where you're supposed to ask a question, go ahead an ask somewhere and you'll be answered or kindly directed to the right place if applicable.
Everyone working from the same project directory is important for a production like this. From linking models back and forth to sharing texture maps, it's a must for a smooth working experience. Further protocol like file naming conventions and saving files in the right place is necessary to avoid a confusing mess.
The following instructions are depending on you syncing the project's Google Drive folder to your local computer. If you haven't done that yet, please check the Announcement 2 post for instructions.
For this project I want to make the process as simple as possible for participants. To achieve this I've come up with a "plug-n-play" system. Basically I will save a placeholder .blend file in both the WIP and MODELS folder for each participant by including their username in the filename. Once the placeholder is present, each participant saves their work into the MASTER collection within the scene and that's it! I take it from there.
I covered this concept in the Week 2 stream but here's a set up step-by-step instructions as well:
How much time am I expected to commit to this project?
We stress commitment because it's the best to ensure A) the project succeeds and B) lasting skills are learned. We only expect you to commit as much time as you can. DO NOT commit full-time hours to this project (8 hrs a day). As the instructor, I should be the only one doing this.
Everyone else (sub-team leads and contributors) shouldn't need to apply more than 2 hrs per day to the project. It's all relative depending on your availability and skill level. If you can't afford 2 hrs per day you can pick a simpler asset. If you have more time to contribute then perhaps choose a more complex asset. It's up to your discretion.
If you only have 2 weeks available in April, that's OK! Just let me or your sub-team lead know and it's all good.Â
How do I tag someone?
Like twitter and instagram you simple type "@username" to tag someone. Tagging fires a notification to this person. Everyone's username is either A) in parentheses beside their display name or B) substituted if they don't specify a display name:
What service do we use for syncing files as a team?
We used Google Drive last year and it worked pretty well. Syncing our files to the cloud proved to be a crucial way for everyone to stay up-to-date conveniently. Since we lean heavily on library linking, it's imperative that we all be up-to-date. Google Drive is very accessible too; most people have an account anyway.
If you don't have one, sign up to get 15GB of storage for free. That should be plenty of storage for our project.
I know people are hesitant to sign up with Google but a burner account just for this project isn't too invasive, right? Otherwise Mega drive could be a good alternative since it offers 50 GB for free.
What if I'm not available at the time livestreams are broadcast?
Unfortunately the stream time can't be ideal for everyone. If you're not able to watch the stream live, I will post the recording within 24 hours of broadcast.
When is homework due exactly?
Homework is due every Sunday @ midnight each week. This means whenver your midnight is; relative to your timezone. This gives me each Monday to review homework internally before streaming on Tuesday. Please adhere to this deadline as late submissions can really stunt  the flow of the schedule.
Can multiple people volunteer for and build the same part?
Yes! Early volunteers will have the best chance at picking a unique part but eventually parts will be assigned to multiple people. Of course we can't feature multiple of the same part for the final scene so the best execution of each part will end up in the final.
Are we bound to also 1 asset or if there is spare time can we even go for a second or third piece?
You're not limited to 1 asset. I'd love to see contributors challenge themselves with multiple assets, as several did last year. This gives contributors the ability to define their own scope of participation: If someone is newer to Blender they can choose one asset. If someone is more experienced they can choose multiple assets.
Who âownsâ the final project?
Technically CG Cookie owns the project but the final project will be released freely as Creative Commons (CC-BY-4.0).
Can I feature my work from Collab2021 in my online portfolio and / or demo reel?
100% yes! Contributors are welcome to use/share visuals from the project to social media accounts, online galleries / portfolios, and featured in demo reels.
....I have some thoughts!
Omar as usual has knocked it out of the park with his idea, and I am REALLY excited about it; but I think there is room in this case for some compromise or at least some clarification of the rules.
Firstly and most importantly, Kent announced a month-long collab, that would be finished by the end of April, and already he has amassed a number of registrations several times the size of the Dog Pound, that signed up for that project. Â So I think it is important that those members, many of whom are beginners, get the content they signed up for, and presume Kent still plans to stick to that. Â So that group should still have something at the end of April that they can call a completed project.Â
So what I propose - or agree with, in case this is what everyone already had in mind! - is that we treat these as two parallel projects, or a "forked" project. Â The first project is exactly what everyone sees at the top of this thread - it starts in April, it ends in April, and those who have participated can feel proud of a finished project in terms of the highlight stills as originally planned, and so forth.
The second "fork" is the veteran team who wants to Go Beyond. Â Our collab files for now will be maintained separately from the Main Project. Â If there's enough of us to warrant organizing sub-teams, these should be different obviously from the Main teams we belong to. Â We can begin this month - but, here's the thing: we don't need to rush, because the April Project will be getting its own planned "completion", and what we're doing will be added on top of that. Â I'm not talking about another seven months; but, say, we can start now, pause or slow things down during April as work shifts to the Main Project, then pick up in May to finish whatever is left. Â The resulting Ultimate Final Animation will, of course, credit both project teams as one. Â
Does this idea make sense?
In preparation for the start of this COLLAB2021 in April, anyone needing to set up Google Drive check out this threadÂ
 đGOOGLE DRIVE HELPđ
@theluthier posted this thread for File Sharing and Linking.
We did some troubleshooting for Google Drive setup during COLLAB2020, blanchsb also posted a video explanation which you may find helpful.
We also used Google Sheets to confirm our submissions, I'm assuming @theluthier we will have a similar process for this COLLAB?
Yes Officer Jake, that's the plan. Yet there's a bit of danger in not having a deadline. Here's the wisdom of Orson Wells:
But I ll need to complete some more Blender Fundamental courses and exercises before being of any value to you, veterans.
@donsoarese That's perfect. That's how you get onto the leveling up freeway. Hit that gas.
yyukinoh1989 Yes, I'd like to explain the asset list during the first stream (April 6th) at the very latest. I want to post the list earlier so people can get started earlier but we'll see if I can finish this current course soon enough to have that time.
Are we bound to also 1 piece or if there is spare time can we even go for a second or third piece?
You're not limited to 1 piece. I'd love to see contributors challenge themselves with multiple pieces, as several did last year đ
We also used Google Sheets to confirm our submissions, I'm assuming [Kent] we will have a similar process for this COLLAB?
Yes absolutely. I'm getting it started now with an official roster of contributors as registrations come in. I will share it out with everyone once it's finalized and not so WIP.
I really appreciate your clarification jakeblended and completely agree as well. As Orson says, limitations (and I'm adding "structure") within an artistic team project is crucial to its success.
On that note, one of favorite aspects of Collabs is the potential to evolve and take on a life of its own. Courses and Classes need to be more strict with less deviation in order for specific things to be learned. However with Collabs this isn't the case and I really like that. In my opinion this increases potential for the spark of CG / Blender passion to fan into flame through the course of a Collab. I've already seen this evidenced by the enthusiasm for the TSFHI initiative!
When I chose this art for the project I knew it would be cool and impressive. But I didn't know what would take it to the next level. TSFHI is pushing it to the next level already. I wish I wasn't recording a course so I could participate! đ
It looks like I'm a bit slow to catch up with everyone... Â I'll get to work taking the recommended courses right away.
I wonder when SpikeyPotter and Adrian Finnigan  will show up and teach me to stupify?
blanchsb look in the TSFHI post ( https://youtu.be/LZ0EO7gSdAM ), I think you'll be stupified đ±
I like your new profile picture William, it looks like those chocolate candies people use to clearly visualize how UV Unwrapping works.Â
@theluthier Kent I have a question, maybe more than one...
Should we absolutely avoid Subdivision Surface Modifiers when modeling the interior assets? It is a low poly project right? And so can we use that technique were you enable out smooth under normals in the object data properties? and then go through all the stuff of selecting edges that should remain sharp. But then it's a Blender only work flow? Is that ok?
Great questions - questions I haven't answered myself yet. My thoughts:
Should we absolutely avoid Subdivision Surface Modifiers when modeling the interior assets? It is a low poly project right?
The main reason I lean toward low-poly (non subsurf modeling) is so we could possibly have an optimal, complete environment running in real time in an Eevee viewport. I just think that's a cool final product to shoot for. One that could probably be uploaded to sketchfab as well.
If we allow subsurf it's very unlikely it will be navigable in realtime.
NOTE I'm not saying subsurf can't be used for the high-res versions of assets for the purpose of baking to the low poly. On the contrary I expect hi-poly sculpting to lo-res baking to be a common technique throughout this project. Still within that the MASTER models would be low-poly.
can we use that technique were you enable out smooth under normals in the object data properties? and then go through all the stuff of selecting edges that should remain sharp. But then it's a Blender only work flow? Is that ok?
I know normal data is exportable to other apps. We've done it many time from Blender to Unity. So I'm pretty sure hardening normals will translate to any app. BUT I don't care too much about the project's smooth transition to other apps. Not enough to influence our project's protocols.
What do you think?
I think that I think exactly what you think you're thinking. So basically the rules of the game are:
- We shoot for real time so no heavy dense meshes
- Do your high res stuff but bake it to low poly ones
- Thumbs up on the harden normals- auto smooth-mark sharp- super trick
- Not like the DOG when we were aiming at universal modeling language, this can be geared towards Blender.Â
- (Extra space if another rules comes up)
@theluthier Speaking of low poly... For me low poly is at most 2000 vertices per person model. About 300 vertices per table for example. But that's my criteria. Do you have any number to give on an example?
I don't know if there's a specific number, but I would say SubD is a big no no, triangles are good friends and I remember JL courses, like the low poly tank of the sci-fi door, where he was always sliding verts that don't alter the shape in order to get the poly count even further. So I'd say as low as you can get given the model you're trying to create.
dostovel đđ to your basic rules đđ
ladymito I'm with Omar in thinking it's too early or too limiting to implement a firm poly count. Rather the principle of achieving a good silhouette and form with minimal geometry should be enough to guide us. Of course we will all have subjective interpretations of this guidance and if we run into drastically different interpretations we'll have to figure it out as we go.
I think Omar's on the right track with his suggestions too.