The problem here is that the creation of new models/textures is regarded as a project in and of itself, irrespective of the overall project that is BAR. (Or whatever good name it ends up getting.) This is my fault as I made a thread instead of contacting whoever was in charge at the time directly. There was no need for me to scout for talent, though, because I'm A) not the organizer (I didn't have that authority) and B) I'd only be in control of the art aspect. Well, that's counterintuitive as the art aspect was covered by the ones potentially scouting for talent.KaiserJ wrote:@bob (edit: specifically regarding your model pack): looking at this argument objectively, when you first announced your project, it seemed clear (to me at least) that it would be pyra doing a texture, and you would do all of the models... there was never an appeal for "hey i'm looking to build a team for x"... it seemed a closed project; that's why the majority of what you ended up with was so many people putting on an expert hat and telling/ suggesting for what you should do, and conversely very few people offering to help. i would have been interesting in helping, from the outset, if it had been an option. it was not.
Ideally, the development of the game should be closed house from the ground up. Seeing as we don't have that, it's best to close off as much as you can and organize everything you can.
---
As for everyone else talking about getting team members, that's actually an advertising issue just like the release is.
Organizer -> Advertisement to Potential Team Interests -> Development -> Advertisement of the Finished Project
That's generally the way indie teams get created. And no, I don't think it's idealistic. At all. Infact, that's the mainstream method. Think of me and Pyra jumping on board. We're just two random people with an interest in digital art, and a lot of boredom. Now, edit the scenario so that you are the ones looking for talent, not waiting for talent to find you. It's a much better situation.
I promise you, based on experience, artist are in abundance. Maybe not extremely gifted artists, but that's not required. Honestly, if I can do this art related stuff, basically anyone can, provided they have some sort of modeling background. And, the best part is, these artists are by and large incredibly bored.
That's how indie talent scouting works. You find artists good enough to get the job done, but artists not quite good enough to be in a professional position. (Most artists.)
As far as places to go, look for cg related forums and indie gaming sites. Get involved in the communities with the meta intent of eventually finding talent. Or, be more direct and just make your intentions known with threads. It really is quite simple. Now that me and pyra are gone, you need artists. You really do. Make it very clear on the BA website that you are actively looking for new team members. Present the existing content professionally. Etc etc etc.
---
Also, as a side point, I'm not trying to say Behe is doing some sort of shitty job. He's doing an amazing job with what he has. Unfortunately, all he has is his own help.