File is in .mp4 and 1080p.
Overlay is in mp4 and 1080p.
I worked in this one for a while and finally got the hypnotizing circles I wanted. hope it's useful :)
Here's the idea. The goal of the raw resource collab is to be a hub or library, rather than to create complete works or ideas in it's own right, and what we are collecting, creating and categorizing is this: raw resource RECords or things that can be repurposed as such.
This idea comes from my 6 going on 7 years of film school at USC (for animation) and NYU (for live action) and is based on the fact that universities, companies and individual filmmakers, graphic artists, and artists of all kinds really, collect and create reference and sampling materials which they can go back to and use as libraries of raw material, not really places where ideas or inspiration start, mind you, but those bits of texture, atmosphere, effects and sweetening that can punch up your work to the next level.
Which leads into my next point: What am I talking about when I say "raw resources"? I mean, isn't the whole point of hitRECord that everything we release is a remixable, samplable, resource? Well, yeah, but like I said right above, the class of resource I'm talking about is, almost entirely, encompassed by the idea of "Texture, effects, atmosphere and sweetening" (although certain kinds of more subjective stock images, like character and photographic portraits and macro biology photography could also apply).
So here are the libraries I'm looking to build for us, in hiearchical order by media:
A. atmospheric (like fog, clouds, seeping inkblots, sky timelapse footage)
B. medium/form (like film scratch, vingetting, aging, digital noise)
2. Special Effects (things like reactive dust and mist clouds, splashes, droplets, explosions, gun muzzle flares, debris, blood splats and fire, to name a few)
3. Effect and Comping Tutorials. I'd love to try doing some myself, but I'm unlikely to find time before next year, due to my thesis at school.
1. Hi Res Textures (simulated and photographic):
A. Natural (A1 Organic (wood, skin, bark) A2 Inorganic (Rock, Sand)
B. Manmade (metal, concrete, paper, stucco, canvas)
2. Atmospheric Stock (things like the sky, space, stars, the ocean, a forest, etc)
3. Character and Portrait Stock
4. Macro and Detail image stock (things like eyes, or common objects)
1. Atmospheric Effects (wind, rain, walla, rumbles, echoes, animal and nature)
2. Textural Effects (buzzes, radio and vinyl scratches, digital noise, crackle)
3. Sound Effects and Foley (foot steps, impacts, bangs, creaks, et al.)
4. Music Organization (by things like mood, genre, and instrument style)
Text is a bit trickyer, but text based tutorials and/or guides or proposals for how to make this idea work better are a must. All I know is that these kinds of resources are often already here, or close to being alreay here, but hard to find, or not yet here in a usuable way, and frankly, they're too good an asset to be without, or to be hard to find.
See? I used "asset" in that last sentence instead of saying "resource" again.
I'll try and start compiling more stuff towards this idea soon, and pointing out some of the things I've already found and some of the things I know are missing. for now, PEACE!!
- albums/guides to different assets and their uses
- formatting guides
- model sheets
- backing tracks
- foley and sfx
- raw audio tones
- targeted asset requests
- over lays
- raw effects
- stock footage
- stock images