
Smooth Operator
What is the best way to manage a project? That's like asking " What's your favorite color?" Everyone has their own opinions and styles on the way they like to get things done, so instead of telling you the best way to manage a project, I am going to fill you in on some focal points to consider while you are overseeing a project.
KNOW THE SCOPE! Without the scope, you have no project, no way of keeping the client happy, and no basis to review your staff's work. Pay attention to little details. The little details are normally always the most important. Getting the project done right the first time will ensure that your client trusts you and your services and will be more likely to work with you again in the future. I would suggest going through the scope with the client as well as your team to make sure that everyone grasps all of the information before any work begins. Don't be hesitant to ask the client questions. It is more important to go through all of the details with the client until you feel comfortable with the scope than it is to portray that you know exactly what the client is expecting and moving forward.
Once the client has expressed their needs clearly, it's time to plan accordingly! When you have a firm grasp on the scope of work, get out your calendar and separate all of the duties into timeframes to determine your deadlines. Remember to always add room for unexpected events to occur.
Keep the project going! Eventually you might run into a snag with the project, a detail might not have been introduced until after the scope was completed, or there could be a software issue. Either way, it is best to acknowledge the problems right away without hesitation so you can get the project back on track. When the project is on track, your staff members will be at their full potential. Rushing through the scope will create a stressful environment and you will notice your staff making silly mistakes. Without those mistakes, the project will flow easily from one deadline to the next. This will decrease the time spent by your staff reviewing and fixing those issues as well.
Be Professional! You are the one who determines what is right from wrong. Pay attention to details and monitor the work completed by your staff to keep consistency and coordination. Try to keep one point of contact between the client and your company. This will help eliminate details being misconstrued within the company. Make sure every email or phone call is thought out in detail before speaking with the client. You want to make sure that you always put your best foot forward and keep a respected professional relationship between the two of you. Be a problem solver, not a problem maker! Always bring forth solutions, keep your head up and have a smile on your face! :)
-- Amanda
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Prim vs. Polygon Modeling Systems for Virtual Worlds
"Prim" is the term used for an object made from primitive shapes, such as cubes, spheres and other basic shapes. The prim modeling system is currently used by Second Life and has been in use since its inception. Shape is controlled by the basic position rotation and scale along with a set number of variables that transform the shape in a predetermined way, such as tapering, sheering and twisting. All items built in Second Life are built out of multiple prims grouped together to create an object.
The prim system is built for speed and ease of use and does a great job of making content creation more accessible for users. Building objects with this method is similar in concept to using building blocks stacked together to create something. With its ease of use, prims can help novice users get started on the road to further creativity and immersion in 3D modeling and virtual worlds.
The drawbacks to using prims becomes apparent when you have experience with a polygon based modeling system used by programs such as Maya, 3Dstudio Max, Cinema 4D and many others. In this system, rather than being made of primitive shapes, all objects are made of individual vertices and polygons which form a whole object. When editing shapes, you have control of each individual vertex allowing total power over the mesh. There are countless tools, deformers and operations you can use to help edit objects; therefore, there is nothing that can be done with the prim interface that can't be done in an external 3D application.
The downside to using an external 3D application is the same as the strong suit of prim based modeling, accessibility. The skilled use of the application takes time and training to utilize. The common user will be unable to contribute or participate in content creation leaving them as solely a consumer of the content. At the same time the applications used for this content are external from the virtual world requiring export, which means the objects are often created out of context from their final surroundings.
Organic shapes are much more difficult to create when building with a prim modeling system versus a polygon modeling system. To create an organic shape within a prim modeling system, you must group together multiple prims to create a curved surface. Without the direct control of vertices, your organic shapes tend to look lumpy and undefined with a prim based model.
It is important to note "prims" are made of polygons like any real time 3D object, but it’s the interface of how these objects are created which differs. It is not an obstacle to have both systems implemented into the same environment. In the end, both systems have a place in virtual worlds. If you need an e-learning or training space, it makes sense to have the content prebuilt in a 3D application to allow the highest visual quality and network stability with a static scene. However, if you want a community and entertainment space, it would be a great loss to take away the creative freedom of simple prim object creation. Prims have allowed Second Life to grow over the years and become the keystone virtual world of our time.
Stay tuned as mesh and collada will be discussed in a later post.
--Greg
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