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Artist Application Guide (V2)

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draonic_slayer

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Artist Application Guide

On MCME the role of Artist is a crucial one and people holding this rank make up the main building force on the server. They are tasked with building under the instruction of project leaders on the main map and also assist in the conceptualisation of new styles with Designers.

The role of Artist allows a player to edit the main map, thus it is required that a player wishing to gain the rank of Artist must go through an application process for it.

This guide provides comprehensive information on how to apply, how the application process works and what will be expected of an applicant to be promoted to Artist.

It should also go without saying, but an applicant is free to get in contact with the Designers or Head Builders about any concerns relating to their application. Additionally it is actively encourage that applicants seek out Designers regarding potential next steps/builds. All Designers are contactable via Discord, MCME Forums and though Direct Messages on the Server.



How the Application Process Works

An application is started when someone posts an application in the Artist Application section of the forums. For the application to not be rejected it needs to follow the format outlined in Artist Application Format.

A systematic and neat application makes a better impression than one that is chaotic and not easy to follow.

The length that an application is active for can vary widely and is dependent on if the applicant is able to demonstrate the capability of being an Artist.

Throughout the application the applicant should receive detailed feedback from the Designers so that the applicant can improve in their building skills and reach the level of Artist.

It is decided among the Designers if an applicant is ready to be promoted and the applicant’s progress will be monitored by them, thus updating your application is crucial in displaying competency in all the area’s required.


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What to include in your Application.

An application is a display of one's ability to build with the MCME resource packs and how well they can integrate within the building community on MCME.

When initially applying it is not expected to be of artist quality, throughout the application process you should be learning these skills to progress. What should be included in the application is:


  • Completed Themed-Builds.
  • Jobs that the applicant has participated in.
  • Any plotwork that has been accepted.
  • Building that has been done on the Freebuild world or on other servers/single-player worlds.

This should either be presented in a media album in the forums or via an album system such as Imgur or a Google Drive.

It should go without saying, but any work that is submitted in an application should be done by yourself, and it will be checked to verify that it has been built by you.

Additionally, screenshots of this work should not be taken with Shaders as they distort lighting conditions, potentially hiding issues. Any builds done on the MCME networks should have their respective coordinates and world attached allowing for them to be easily located.



What is expected of an Applicant to be promoted to Artist

For an application to be accepted, the applicant must be able to show that they can reliably be able to work on any currently active project on the MCME network. While an applicant may specialise in a specific area of building, having the core building styles of all active projects allows for a flexible Artist.

Due to the close nature of how Artists build with Project Leaders, an applicant should be both mature and able to work with others. It is also important that when an applicant is promoted to artist, they continue to show these qualities to enable the smooth running of projects.



Building Tips to get started

  • Plan your builds out with wool or an equivalent before committing to the build. Fundamentally, a flawed layout will lead to a flawed build, thus planning out and making sure that the build works before building allows for it to be better.

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(Wool layout planning of Old Town in Lond Daer Enedh)

  • Instead of using a random pattern block-mix, try using a gradient, normally from light to dark, slightly more sophisticated and results in a better look mix. As seen below, gradients can also be from heavy moss to no moss, such as that on larger buildings in Lond Daer Enedh.
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(Lond Daer Enedh palace block mix, on the Top non-gradiented mix and on the bottom a gradiented mix)

  • On MCME, we have an extensive “Custom” block system. Through this we can add an extra level of detail to our builds, while keeping close to the aesthetics of Minecraft. These extra details let the builds come alive and fill out empty spaces.
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(On the Left image, a build using these “Custom Blocks” and on the right image, the same build without any custom blocks” The build used in this image is Gellobel in Pelennor Fields)

  • To access these “Custom” blocks, one can press the “F” key, or what is bound as the “Swap Item with Offhand”. This leads to the “Custom Inventory” and allows you to place these “Custom” blocks, they are only placeable via dragging them out of this Inventory and into your Inventory.
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(On left image, Custom Inventory for the Human Resource Pack, focused on the terrain tab. On the right image, a collection for stone, accessible via right-clicking on the stone block seen in the left-hand picture)

  • Another way to add detail to a build is to utilise Armour Stands. By using the custom Armour Stand plugin, the armour stand can be manipulated to place items in unique poses as seen below. It can get much more complex that just a single armour stand, however using them to add small high lighting details is a more subtle and tasteful way to utilise them. A manual on how to manipulate and use Armour Stands is linked here: Armour Stand Editor Manual.
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(Example of using armour stands to add extra details to a build)

  • Remember your interiors! When it comes to planning and finally building your structure, you must take into account how the interior will look as well as the exterior. It’s very easy to be focused onto a façade and build only that one view. Since projects on the main map are intended to have enterable interiors, it’s vital that these are also considered as well. So make sure to plan properly and think about how a house would section its rooms or how the interior of a castle hall would work.

  • Using inspiration is one of the most important tools when creating something. So the best way to create ideas is to look at some examples to spark your creative flow. The worst thing to do is to outright copy a picture, but to take ideas and try to understand the inspiration will help you improve your building skill and will increase your own generation of ideas. Google Images, Pinterest, ArtStation, game concept art are some of the examples where you can find references. Use this wisely! It's important when creating projects as well.

  • There are additional building tips contained within Head Builder Barteldvn's Application Guide, which some may find useful.

We hope that this guide helps people along their journey to Artist and that is sheds some light on how the process works.

Good Luck on your applications.
 
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