1. Preproduction is the shit!
-It clears up arrangment stuff. Shows you what the band members can play (which guitar player should play which song)
-Shows the drummer what he can play, and what doesnt make sense
-helps the singer write and shape his lyrics
2. Good cymbals
-you can sample replace like a motherfucker but nothing will help you make bad cymbals sound good
3. Dont let the band rush through the songs, so they get the maximum out of their studio days
-in the end every song will have its flaws and nothing will be perfect or as good as it could be
4. Pussy pickers
-no matter how skilled one guitar player is, how "awsome" he can sweep and shit, dont ever let him record the rythms because no matter what amp and cab you use, it will sound weak
5. Drummers
-if the drummer cant play a tight double bass or a punk beat, dont let him.
Make him play the hands only and put in the kicks later.
-You can beat detective or slip edit like a young Zeuss, but no matter what, if the kick and a cymbal hit are miles away nothing will help you fix this, it will sound like shit
6. Edit the drums after tracking and before the other instruments get tracked
-otherwise the other instruments will be untight as well and you have to fix everything when the band is out, which sometimes is impossible and second leads to mistakes that cant be fixed at all
7. Sounds
-you as an engineer have a unique sound (should have )
-Bands have their sound too !!!!
-Dont force the band in the mix to sound like XYZ or shit.
you have to mix it to make the best out of the bands sound and on the other hand fullfill your idea of a good sound.
-Sometimes this means trigger it to death, sometimes it means, dont trigger anything....
-The PrePro should make this clear. If you know you wont use samples, you cant put in kicks in a double bass part, so your job is to convince the band/drummer that the double bass part makes no sense
feel free to complete this list with your experiences
-It clears up arrangment stuff. Shows you what the band members can play (which guitar player should play which song)
-Shows the drummer what he can play, and what doesnt make sense
-helps the singer write and shape his lyrics
2. Good cymbals
-you can sample replace like a motherfucker but nothing will help you make bad cymbals sound good
3. Dont let the band rush through the songs, so they get the maximum out of their studio days
-in the end every song will have its flaws and nothing will be perfect or as good as it could be
4. Pussy pickers
-no matter how skilled one guitar player is, how "awsome" he can sweep and shit, dont ever let him record the rythms because no matter what amp and cab you use, it will sound weak
5. Drummers
-if the drummer cant play a tight double bass or a punk beat, dont let him.
Make him play the hands only and put in the kicks later.
-You can beat detective or slip edit like a young Zeuss, but no matter what, if the kick and a cymbal hit are miles away nothing will help you fix this, it will sound like shit
6. Edit the drums after tracking and before the other instruments get tracked
-otherwise the other instruments will be untight as well and you have to fix everything when the band is out, which sometimes is impossible and second leads to mistakes that cant be fixed at all
7. Sounds
-you as an engineer have a unique sound (should have )
-Bands have their sound too !!!!
-Dont force the band in the mix to sound like XYZ or shit.
you have to mix it to make the best out of the bands sound and on the other hand fullfill your idea of a good sound.
-Sometimes this means trigger it to death, sometimes it means, dont trigger anything....
-The PrePro should make this clear. If you know you wont use samples, you cant put in kicks in a double bass part, so your job is to convince the band/drummer that the double bass part makes no sense
feel free to complete this list with your experiences