Well, as the project has now gone final, I will put up my metadata. This forms the core information about sources for the project, where textures came from, what was altered, if anything.
The point of metadata like this, I feel, is that when you reach the end of a project such as this you aren't simply left with a model. During a presentation about metadata and recording methods and research it was very well illustrated that the journey was more important than the result by way of the research. If one ended up with only a model when new programs were made and something light years ahead of Second Life is released having a basic model won't help. This data is about demonstrating the resources used and having a record for the future. One of the questions asked in the seminar went along the lines of "well what's the point seeing as in five to ten years it will look as the nintendo 8 bit looks to the nintendo wii?" and the awnser was it doesn't matter because all the project and research data and methods are known so if we wanted to recreate it all we would have to do is use the new software, not conduct the research all over again and so on. The research is the hard part and trying to (in Classics work) reconcile conflicting information. I suppose in film and with reference to a project like this the conflicting information is different cuts. But thankfully we don't have to guess about light and how the sun shone into a roman theatre and where it was built and at what angle. Anyway, here is the metadata:
UPDATE:
January 19th, 2008.
http://www.heise.de/english/newsticker/news/83948
The German collecting society GEMA has obtained from the District Court in Cologne temporary injunctions against the operator of the data exchange services www.rapidshare.de and www.rapidshare.com.
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Sorry everybody, this spells trouble. I will find a new place to upload the spreadsheet. Please standby.
New link!
metadata_spreadsheet_QuickStop_AVMAVH.xls
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