Hello, I am the owner of [url=http://devolved.us/]Devolved community[/url]. We own the [url=http://www.gametracker.com/server_info/74.91.117.20:27015/]top #2[/url] TTT server around (top #50 overall; dang RP servers with their high slots)
Our server features an [url=http://devolved.us/view/stats]item and player-based economy, crate drops, market, and more[/url] (check out the item stats/crate drop tabs on that page)
I am an in-house programmer and program almost everything in this community on my own. Usually the items consist of models ripped off the Steam workshop; then turned into something "fun".
Recently we've been receiving [url=https://devolved.us/donate]ridiculous amounts of donations.[/url] I've always believed in keeping the money to [url=http://devolved.us/forum/index.php?topic=3556]expand the community[/url], so we have upwards of 8 grand saved up.
Now I'm starting to run out of cool workshop models and ideas; so I've decided we need to hire a modeler. Although if you enjoy modeling and want to see tons of players using your models, you could do it for free as well ;)
I don't know too much about modeling for source engine (always seemed complicated); my strong point is programming and graphics but I can do texture work and mapping as well.
If you are wary about me; I have the [url=http://coderhire.com/users/view/1548]trusted coder rank[/url] on CoderHire and have tons of positive reputation there.
There aren't exactly any specific models that need to be made. However, you should be able to:
[b]>[/b] Create models and get them into Garry's Mod
[b]>[/b] Optimize the models (no 5 billion poly's or whatever)
[b]>[/b] Texture the models yourself (although I can do so as well)
And hopefully be able to:
[b]>[/b] Rig playermodels/ragdolls/whatever
[b]>[/b] Create viewmodels; and use the c_ models system (slightly important, in-game weapon skins look horrid on v_ models).
[b]>[/b] Animate models?
Also, I had a quick question. We have a [url=https://www.youtube.com/watch?v=gC3c9eEe7Ic]taunts system[/url] in our server.
I was wondering if it's possible to create animations (like the above) for current player models or if they would need to be recompiled.
[B][U]If you are interested in any way, shape, or form - throw me an invite on Steam[/U]: [url]https://steamcommunity.com/id/thejackool[/url][/B]
[QUOTE=jackool;45773191]
Also, I had a quick question. We have a [url=https://www.youtube.com/watch?v=gC3c9eEe7Ic]taunts system[/url] in our server.
I was wondering if it's possible to create animations (like the above) for current player models or if they would need to be recompiled.[/QUOTE]
Animations are compiled into a model or $included from another existing model which is also compiled. Long-story short, you'd need to recompile any models that you want to add these new animations to. You could probably try bypassing this with lua animations or with bone merging but it's probably not really worth it in the end.
Yeah, that sounds about right. They all mostly use the citizen skeleton though, so you'd at least only need to do each animation once and then $include the SMD. Everyone'd still have to re-download a massive amount of slightly modified models they technically already have though.
There's really no easy way to do it through lua though, huh?
[QUOTE=CaptainBigButt;45773610]Animations are compiled into a model or $included from another existing model which is also compiled. Long-story short, you'd need to recompile any models that you want to add these new animations to. You could probably try bypassing this with lua animations or with bone merging but it's probably not really worth it in the end.[/QUOTE]
Thanks. Great information!
As far as I know "Lua animations" are really just bone manipulations using BuildBonePositions/ManipulateBones which you're not really supposed to use for animations and it's likely not worth the toll on performance.
[QUOTE=PolytizeMeCPT;45774132]Yeah, that sounds about right. They all mostly use the citizen skeleton though, so you'd at least only need to do each animation once and then $include the SMD. Everyone'd still have to re-download a massive amount of slightly modified models they technically already have though.
There's really no easy way to do it through lua though, huh?[/QUOTE]
Well, it would only need to be done with one playermodel - we don't have ridiculous crazy spiderman and dinosaur playermodels in our TTT server (for various reasons).
Also filesize really isn't a huge deal; we have tons of content already - our playerbase doesn't mind filesize being big if the content itself is good.
There is an "easy way" to do it with Lua, however it really shouldn't be done that way (read above) - an actual playermodel animation would make it feel more polished/well-done to me as well.
I really want my community to be of-quality and unique; I'm tired of seeing servers out there riddled with CoderHire stuff.
Also, I actually plan on spending the next year working on various GMod gamemodes and building my community to the fullest; you won't just be making a bunch of "bland TTT models". Plus you'll be payed :)
I've played this game for a [b]long[/b] time and I really want to make some type of an impact on it. I feel as GMod has been the same for years: DarkRP/Clockwork/etc., TTT, Prop Hunt, obviously sandbox, Flood, and 50 million DarkRP modifications.
There are a few exceptions and more recent gamemodes; but nothing awe inspiring/jaw dropping in my opinion (other than maybe content from GMod Tower)
[QUOTE=jackool;45774685]I really want my community to be of-quality and unique; I'm tired of seeing servers out there riddled with CoderHire stuff.[/QUOTE]
The only thing used on nearly every server that I really dislike is Pointshop. If you want a quality server then a quality store is a good place to start as far as aesthetics go. Something where hats/accessories don't have a single coordinate resulting in a lot of displacements, especially on glasses. Not to mention a lot of newer models have been making use of coloring by alpha masks, bodygroups, and skins -- all of which pointshop doesn't really have any way to use by default.
[QUOTE=CaptainBigButt;45774822]The only thing used on nearly every server that I really dislike is Pointshop. If you want a quality server then a quality store is a good place to start as far as aesthetics go. Something where hats/accessories don't have a single coordinate resulting in a lot of displacements, especially on glasses. Not to mention a lot of newer models have been making use of coloring by alpha masks, bodygroups, and skins -- all of which pointshop doesn't really have any way to use by default.[/QUOTE]
My server doesn't use much that wasn't created by me (code-wise) - with the exception of a couple weapons, and a few cades (spawnable props; part of our item system).
Heck, even our administration system is custom; [url=http://devolved.us/apps]including a community-based application system[/url].
I completely agree. Pointshop is everywhere, and it's way too common.
We don't exactly have a dull "pointshop store". We have an item/player economy, inventory, crafting, trading, market - tons of stuff. Similar to TF2/etc.
Also, it's all going to be cross server, tradable, and there will soon be a website market as well.
Currently, we don't have accessories because I'd rather have well-made custom ones that fit well with our server.
Here's an example of our inventory system (fully drag and drop; also this entire menu [b]has a themes system[/b]):
[img_thumb]http://puu.sh/b4aq2/edd9a92977.jpg[/img_thumb]
Drag and drop crafting:
[img_thumb]http://puu.sh/b4ays/31c3eaca19.jpg[/img_thumb]
Market (I crammed the sales graph window into the screenshot as well; this menu still needs some touch ups):
[img_thumb]http://puu.sh/b4aAh/54b7319a1b.jpg[/img_thumb]
Trading (needs a revamp after the [url=http://devolved.us/forum/index.php?topic=3473]inventory theme update[/url])
[img_thumb]http://puu.sh/b4aGA/a092d8a129.jpg[/img_thumb]
Scratch cards (one of the ways you can get items)
[img_thumb]http://puu.sh/b4aQm/4c02a6d399.jpg[/img_thumb]
The list goes on... But wait; this is the modeling section - not Lua WAYWO! Doh.
So, to get back on topic, you aren't just making models for some bland TTT server - this server has been up for 2 years and has ever-evolved into the player-based economy it has today.
Not to mention I'd like to get started on some other awesome gamemodes which I really need a modeler for.
That IS a pretty sexy store.
[QUOTE=PolytizeMeCPT;45774971]That IS a pretty sexy store.[/QUOTE]
Not only that, it's theme-able! So if you hate it; you can change it. My plans are to make a lot of stuff modular so that my community can join in on the coding/modding fun.
Here are some of the themes the community has created so far (theme update was only a week or two ago)
[img_thumb]http://puu.sh/aA5nM/af4e0e0971.png[/img_thumb]
[img_thumb]http://i58.tinypic.com/bdwkk6.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/aSM8RD1.jpg[/img_thumb]
And [url=https://www.youtube.com/watch?v=tetN_9JFZko&feature=youtu.be]here's a video someone made![/url] Plus we have a topic on our forum called "Post pictures of your themes".
My intentions are grand; and every extra cent of donation money will be spent on expanding the community. You'll be in the right hands modeling for us.
I can help you with some of your modeling and texturing. Same name on Steam, just without the space.
Bumping this thread because our main modeler recently has become busy/disappeared.
Since I've posted this thread I have implemented another feature as well. Our website market.
[img_thumb]http://puu.sh/dzsgw/64124d6016.jpg[/img_thumb]
[url]http://devolved.us/market[/url]
Basically the market is usable on the website and you no longer have to be in-game to buy/sell.
I am 100% a programmer and I am horrible at 3D modeling.
Need a source modeler again, and I can pay well. We are a pretty well-sized community, not just a small one.
[url=https://steamcommunity.com/id/thejackool]Feel free to add me on Steam.[/url]
What content is it you're looking for specifically that leads you to ask for modelers rather than just pull content from the workshop?
[QUOTE=CaptainBigButt;46740750]What content is it you're looking for specifically that leads you to ask for modelers rather than just pull content from the workshop?[/QUOTE]
A couple examples:
1) Our server has a trophies system. Let's say you get 25 headshots, or 25 after death kills, or 25 headshots. When you accomplish that, you get a spawnable trophy. These trophies are used in the economy for crafting gold bars, which crafts into other stuff as well.
[img]http://puu.sh/cuAkE/99432c6879.jpg[/img]
This is the main (quite simple) one up recently, since a batch of new trophies hasn't been put in for a good few weeks.
2) We have a cading system in our TTT. This is basically a prop spawning system that allows you to build bases among the map. There aren't that many packs of good building props and/or fun toys. You can go to our [url=http://devolved.us/view/stats]stats page in the "Items Stats" tab[/url] to get an idea what type of stuff there is.
3) This kind of goes along with #2, we have ridiculous amounts of custom stuff. No, not just the usual "wow we have 5,000 trails and cool weapons!!!". Like seriously, [url=http://devolved.us/tutorial[/url]click here - we literally had to make a tutorial with sections on each topic.[/url] Not only that, but people are currently creating a wiki. We have some of the most original ideas ever - I was even [url=http://alexfrison.us/?p=63]the first person to ever create the SpecDM idea[/url] back in 2013. We are likely the only TTT with a story line, quests, trading, even a completely fully-fledged market system and soon-coming auctions. We have been up for 3 years.
4) The workshop does [b]not[/b] have enough c_model content. v_models look absolutely terrible with our weapon skins system. There is probably some way to convert v_models to c_models through hex editors, but I'm not really sure. At most I use base c_model hands and place models inside of those hands via lua, and I really dislike it.
5) There was recently a questing system with a storyline (yes, in TTT) added. There are quite a few quest-item models that I need made.
6) We have an excess of $10,000+ in donations. What else am I supposed to spend the money on? I don't pocket it, and I already program everything entirely myself. I've played this game for so long that I just want to make an impact community-wise, I don't care about money. Look at my Facepunch join date. So instead, I hire modelers and mappers. Especially with some upcoming gamemodes going outside of the TTT "box". Instead of using horrible made models off the workshop, I'd rather pay people and have them more officially made for my server.
Do you need more reasons? I can go on.
[b]tl;dr[/b] Prop spawning system, weapons, trophies, quest items, and the entire valve-esque economy requires refreshing, new, non-bland and Devolved themed models.
[b]bonus[/b] Modelers can also add their own items to the economy through our web panel. You can attach code as well, if you know what you are doing.
I see what you mean now, those trophies look pretty, er, disappointing. Why not give them some better gold shaders or maybe even turn them into crowns with the achievement rotating / floating above it in some neat fashion? (Well, whoever accepts the offer, anyway).
Maybe.
On an unrelated note, if there's any thing I've learned about large communities, it's don't take your stockpile of money for granted. It's nice to keep that large pile stocked up in case people begin to lose interest and the community dies off a bit or if someone decides to shoot the biggest DDoS attacks at your server after being banned. The money can go away pretty quickly if you're scrambling to get things sorted.
[QUOTE=CaptainBigButt;46741545]I see what you mean now, those trophies look pretty, er, disappointing. Why not give them some better gold shaders or maybe even turn them into crowns with the achievement rotating / floating above it in some neat fashion? (Well, whoever accepts the offer, anyway).
Maybe.
On an unrelated note, if there's any thing I've learned about large communities, it's don't take your stockpile of money for granted. It's nice to keep that large pile stocked up in case people begin to lose interest and the community dies off a bit or if someone decides to shoot the biggest DDoS attacks at your server after being banned. The money can go away pretty quickly if you're scrambling to get things sorted.[/QUOTE]
Yeah, I wish they could be pretty-fied; would be a nice small polish edition to everything. But again, horrible artist here, which is why this thread is here hah. Really need polishing on quite a few models as well as some new ones as well.
DDoS is at the very bottom of my list of worries. We've been attacked numerous amounts of times that I can't even count since I started hosting Garry's Mod servers. I've learned a lot over the course of at least 7 or 8 years of Garry's Mod servers and our host also negates small ones easily without me having to adjust the filters anyhow. If it comes down to it, we receive well over $1,000 a month which is plenty for even the most extreme DDoS protection that GMod Tower uses (Black Lotus, which isn't even necessary in all honesty; also makes ping pretty horrid compared to other services). I don't see my server dieing anytime soon, I have some really nice in-game analytics setup and new members joining/hours played are higher than ever (especially after a recent update). We have some members that have supported us since the beginning years ago and are still around. My first community only died because I closed it down and released the gamemode.
Besides, I would take a giant hit to my own wallet to save my community any day, any time.
At least devnull isn't around anymore. If you even know what that is. That and SethHack plagued GMod pretty badly back in the day.
I see you posting in this section a lot. Not to mention you posted in this thread months ago. Wish I could just hire you instead, since you seem to know what you're doing, heh.
Start shooting some numbers---
[QUOTE=GreyGeist;46741971]Start shooting some numbers---[/QUOTE]
It all depends on what you can do really; and how experienced you are. If you're able to do everything from viewmodels, animating, player model rigging, etc than those numbers could shoot high.
[QUOTE=jackool;46742015]It all depends on what you can do really; and how experienced you are. If you're able to do everything from viewmodels, animating, player model rigging, etc than those numbers could shoot high.[/QUOTE]
Well, I do everything from playermodels to HWM faceposing to from-scratch weapons, animations, etc. Looks like I can do what you're asking for. Give me a general range?
[QUOTE=jackool;46741865]
I see you posting in this section a lot. Not to mention you posted in this thread months ago. Wish I could just hire you instead, since you seem to know what you're doing, heh.[/QUOTE]
I'm not sure I actually do know what I'm doing most of the time. I need to up and leave today; I'll see how things are going when I'm back.
[QUOTE=GreyGeist;46742427]Well, I do everything from playermodels to HWM faceposing to from-scratch weapons, animations, etc. Looks like I can do what you're asking for. Give me a general range?[/QUOTE]
If you want specific pricing, at least provide specific examples of your work with pictures.
makes things easier.
Sure thing. Here's a small portion of my portfolio:
HWM N.O.O.S.E Guy w/ Face Customizer:
Rigged, flexes added, topology modified, and retextured by me.
I believe >100 flexes added?
Preview Image: [url]http://a.pomf.se/kcixbj.png[/url]
Face Customization Demo: [url]http://a.pomf.se/ezbgtc.png[/url]
Bodyshot: [url]http://a.pomf.se/ydqhqc.png[/url]
Polycount: 90k tris w/ smoothing, as it was designed for SFM/Blender/C4D
Longsword (SWEP in progress):
Preview Image (Game Quality): [url]http://a.pomf.se/anudar.png[/url]
Preview Video(Studio Quality): [url]https://www.youtube.com/watch?v=QO2rcu06tG0&list=UUNx7V63sCKlV02QPQYxO9hQ[/url]
Polycount: 30k tris w/ smoothing, 10k tris game qualty
Katana w/ Viewmodel I did:
Animated, textured, and modeled from scratch, by me. My first sword, so smoothing groups weren't too good.
Worldmodel : [url]http://a.pomf.se/hzxzuc.png[/url]
Viewmodel: [url]http://a.pomf.se/xagzzt.png[/url]
Polycount: ~5k tris
Battlefield 4 Railgun w/ Viewmodel I did:
Normal and specmaps, smoothing, partial retopology, and animation by me. Diffusemap is the original from DICE.
Viewmodel: [url]http://a.pomf.se/kkuidw.png[/url]
Worldmodel: [url]http://a.pomf.se/zohvdl.png[/url]
Polycount: ~7k tris
Linen Couch:
Rigged, textured, and partial retopology by me.
Screenshot: [url]http://a.pomf.se/vukwdq.png[/url]
Polycount: ~24k tris, could easily be lowered. For film usage.
Personal Playermodel:
Face model, flexes, rigging by me. Face textures are mine as well.
Screenshot: [url]http://a.pomf.se/cugfaz.png[/url]
Face obscured because, well, it's me.
Polycount: 60k for film usage, 40k for high end game usage, can be cut to probably ~30k if I decide to release.
I've got more I can show in PM if necessary.
Edit:
I should note, I designed the Railgun for CS:S which is why it has v_hands. All of my weapons I've done after that use c_hands.
[QUOTE=GreyGeist;46744639]Sure thing. Here's a small portion of my portfolio:
-snip-[/QUOTE]
Everything looks pretty good. I got some input via my community and everyone seems to like your work.
It's a bit hard to give you a "general range", my previous modeler just kind of priced stuff based on difficulty/time consumption, so it'd probably go something similar to this:
Trophies, general small props, easy building props, etc - $20 to $50 (really all depends, obviously if it's just a fence or something simple it won't be such a high price)
Weapons with view and world models - $60 to $150+ (again, all really depends on difficulty and time consumption)
Player models with animations - this is something I am in desperate need of. We have a taunt item type in our economy, and all I have available are the default animations for taunts. Would probably payout $200 if it had a bundle of good animations for our taunts.
[url=https://steamcommunity.com/id/thejackool]Throw me an invite on Steam[/url] if you're interested/want to talk more about it/pricing.
I've got some spare time, addeded
[QUOTE=jackool;46747549]
Player models with animations - this is something I am in desperate need of. We have a taunt item type in our economy, and all I have available are the default animations for taunts. Would probably payout $200 if it had a bundle of good animations for our taunts.
[url=https://steamcommunity.com/id/thejackool]Throw me an invite on Steam[/url] if you're interested/want to talk more about it/pricing.[/QUOTE]
You can't really addon animations in source. You'd need to recompile all the playermodels to use them.
That's what we went over last time. The models have already been compiled with animations and most likely use one of the default GMod animation sets. Unless you want to recompile every playermodel you already have and make players redownload them all, you'd be need to keep it on new playermodels only and slowly transition your old models out, or you'd need to use an awkward system for lua animations and/or bone merging.
[QUOTE=Stiffy360;46756933]You can't really addon animations in source. You'd need to recompile all the playermodels to use them.[/QUOTE]
Already aware of this. There is only one player model (the vanilla terrorist model). So recompiling it isn't a big deal really, at all.
Our server doesn't have a bunch of player models that you can equip. Our playerbase doesn't like silly spiderman and sonic models running around.
They also dislike (most) hats because it makes headshots a bit harder depending on the length of the hat. Sunglasses and things that don't affect the head are fine to them.
Also we already talked about this many posts above, did we not?
[quote]
Well, it would only need to be done with one playermodel - we don't have ridiculous crazy spiderman and dinosaur playermodels in our TTT server (for various reasons).
Also filesize really isn't a huge deal; we have tons of content already - our playerbase doesn't mind filesize being big if the content itself is good.
[/quote]
[b]Edit:[/b] We've hired GreyGeist for now by the way.
I know this isn't really on the topic but it seems your community isn't a bunch of retards
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