• Digital 3D Art v9
    6,260 replies, posted
[QUOTE=PLing;37405616]Can't really tell much from that info, you need to tell us how large it is, how many custom assets need to be made and so on.[/QUOTE] Alright, I'll just throw out a rundown of the game. It's going to be on the Unreal Engine, and it'll be multiplayer focused. The basic plan for gameplay is based off of home invasions, that is there's a home owner, and a guy who's breaking in. Home owners are planned on being randomly chosed, from a pool of characters like a soccer mom, teenage nerd, average joe, vietnam vet, and a wealthy shady businessman. The invaders would be a regular burglar, arsonist, serial killer, axe murderer, or a professional hitman. I don't think you guys are [I]that[/I] interested in game mechanics, so I'll move on. The main focus of the level design would be suburbia, so assets would generally be modeled after household items and whatnot. Firearms would be relatively simple, but we're hoping to have a varied melee system with household items (kitchen knife, baseball bat). The main purpose of the project is to beef up portfolios and pay for college tuition, so if anyone would join the dev team, I wouldn't be too fussy about deadlines. We really just started laying out groundwork a few days ago, so anyone (literally anyone) with UDK experience is welcome.
Any of us could probably do that ourselves and get further though, you have no images or concepts or anything and what job do you do?
Again, we only laid basic concept groundwork a few days ago, so we're not really a fleshed out team. Personally, I work with basic sound design and I'm part time ideas guy™, but the team has people who can pull much more weight than I can. [URL="http://facepunch.com/member.php?u=115234"]Jawalt[/URL] is our main programmer, and [URL="http://facepunch.com/members/69615-Mr-Cookie"]Mr. Cookie[/URL] is helping me with the sound, creating basic game designs, and basic modelling/texturing. We have two guys who would do mapping/modelling but they're not sure if they're willing to commit yet. We don't have any concept artists or anything, but we're still looking. I know this sounds like a meager setup but that's why I'm posting around, none of us are children doing baby's first rpgmaker, we know what we're getting into and the necessities of what's to come.
it's a super interesting idea though!
[QUOTE=Killerjc;37406975]Again, we only laid basic concept groundwork a few days ago, so we're not really a fleshed out team. Personally, I work with basic sound design and I'm part time ideas guy™, but the team has people who can pull much more weight than I can. [URL="http://facepunch.com/member.php?u=115234"]Jawalt[/URL] is our main programmer, and [URL="http://facepunch.com/members/69615-Mr-Cookie"]Mr. Cookie[/URL] is helping me with the sound, creating basic game designs, and basic modelling/texturing. We have two guys who would do mapping/modelling but they're not sure if they're willing to commit yet. We don't have any concept artists or anything, but we're still looking. I know this sounds like a meager setup but that's why I'm posting around, none of us are children doing baby's first rpgmaker, we know what we're getting into and the necessities of what's to come.[/QUOTE] Even though you're not some kids just playing around, if you haven't actually made a game from start to finish it's probably hard to understand how much work that actually means. I'm not saying it's not possible but there are a lot of aspects that goes into a complete game and it can easily be underestimated. Making a small demo would be more than enough for a portfolio piece. I don't want to be a partypooper though and judging from what I understood the idea seems interesting. Good luck!
Just a question for the regulars of this thread. What is your stance on people posting here trying to find modelers to work on their game projects? Is it frowned upon? Assuming they have made decent progress, have a list of art assets they need done and it's a project you're interested in. I'd love to ask but it seems a bit rude.
[QUOTE=laylay;37409120]Just a question for the regulars of this thread. What is your stance on people posting here trying to find modelers to work on their game projects? Is it frowned upon? Assuming they have made decent progress, have a list of art assets they need done and it's a project you're interested in. I'd love to ask but it seems a bit rude.[/QUOTE] Asking is totally fine, but as with most places it'd be great to have a firm foundation first before you ask for help. [editline].[/editline] A good idea would be to include the following things - A detailed job description, including the responsibilities and how you will coordinate with other team members. A detailed description of the game or project. (This would go well with concept art and perhaps a video explanation, as you see often on Kickstarter). Other members on the team if applicable. Something to show for it. By this, I mean if you were to make a game from scratch, you might put up a video of an engine test. Or for a UDK game, perhaps put up an example of your previous works.
[QUOTE=laylay;37409120]Just a question for the regulars of this thread. What is your stance on people posting here trying to find modelers to work on their game projects? Is it frowned upon? Assuming they have made decent progress, have a list of art assets they need done and it's a project you're interested in. I'd love to ask but it seems a bit rude.[/QUOTE] I wouldn't mind at all, people could ask at me at any time anywhere. Most modelers though (including myself) will only join when there's a solid base to work with and already some media to look at. It's better to look for younger people who are still learning (especially those building portfolios), they tend to have tons of free time and motivation and will join just about any project they're offered to join. As they work on the project they learn a lot and get better, which in turns attracts the more experienced modelers. It's recommended to learn the modeling process yourself, it would benefit teamwork a lot. Modelers find it annoying if the people they're working with don't even know what a polygon is or a normal map etc.
[QUOTE=Logithx;37409207]It's recommended to learn the modeling process yourself, it would benefit teamwork a lot. Modelers find it annoying if the people they're working with don't even know what a polygon is or a normal map etc.[/QUOTE] This is common knowledge to programmers anyway, It's required to build a game from the ground up. Ontop of that I've took some time out to learn how to make models in blender so I can make my own placeholders instead of using placeholders from other games. [QUOTE=Dr. Evilcop;37409158]Asking is totally fine, but as with most places it'd be great to have a firm foundation first before you ask for help. [editline].[/editline] A good idea would be to include the following things - A detailed job description, including the responsibilities and how you will coordinate with other team members. A detailed description of the game or project. (This would go well with concept art and perhaps a video explanation, as you see often on Kickstarter). Other members on the team if applicable. Something to show for it. By this, I mean if you were to make a game from scratch, you might put up a video of an engine test. Or for a UDK game, perhaps put up an example of your previous works.[/QUOTE] We have all of that down apart from concept art and our own media. We're primarily programmers and aren't that artistically creative. We do have some ideas but the game would serve as a blank canvas for the artist to go wild with. I think my best bet is to just make a thread, I just thought I'd get some of your opinions first.
[QUOTE=laylay;37409366] We have all of that down apart from concept art and our own media. We're primarily programmers and aren't that artistically creative. We do have some ideas but the game would serve as a blank canvas for the artist to go wild with.[/QUOTE] Well you could always show off the idea/story of the game and programming related work. Or show off programming stuff from previous projects. As a modeler I do know some programming and C-style scripting, any 'media' in that area would definitely help increase my interest in a project (personally speaking).
[QUOTE=Logithx;37409393]Well you could always show off the idea/story of the game and programming related work. Or show off programming stuff from previous projects. As a modeler I do know some programming and C-style scripting, any 'media' in that area would definitely help increase my interest in a project (personally speaking).[/QUOTE] [IMG]https://dl.dropbox.com/u/99765/fortblox/fb384711.png[/IMG] Model bone parenting: [URL]https://dl.dropbox.com/u/99765/fortblox/fbeufrwe9.png[/URL] [URL]https://dl.dropbox.com/u/99765/fortblox/fortblox_190812_200521.png[/URL] GPU animation skinning: [URL]https://dl.dropbox.com/u/99765/fortblox/fb2534.png[/URL] [URL]https://dl.dropbox.com/u/99765/fortblox/fortblox_090812_125005.png[/URL] Weapons and Viewmodels: [URL]https://dl.dropbox.com/u/99765/fortblox/fb83247.png[/URL] [URL]https://dl.dropbox.com/u/99765/fortblox/09-08-12.png[/URL] [URL]https://dl.dropbox.com/u/99765/fortblox/fb32002l.png[/URL] There's a lot more to show off but I tried to list the things that would most interest modelers. Going forward we would like to focus on server side scriptable gamemodes (currently we only have CTF) and make our netcode more robust. I feel it's at that stage where it needs some default models and then we can allow people to create their own content. I don't want to spam the thread so I'm really sorry if anyone doesn't appreciate me posting this here, I'm just testing the waters!
[QUOTE=laylay;37409602][IMG]https://dl.dropbox.com/u/99765/fortblox/fb384711.png[/IMG] Model bone parenting: [URL]https://dl.dropbox.com/u/99765/fortblox/fbeufrwe9.png[/URL] [URL]https://dl.dropbox.com/u/99765/fortblox/fortblox_190812_200521.png[/URL] GPU animation skinning: [URL]https://dl.dropbox.com/u/99765/fortblox/fb2534.png[/URL] [URL]https://dl.dropbox.com/u/99765/fortblox/fortblox_090812_125005.png[/URL] Weapons and Viewmodels: [URL]https://dl.dropbox.com/u/99765/fortblox/fb83247.png[/URL] [URL]https://dl.dropbox.com/u/99765/fortblox/09-08-12.png[/URL] [URL]https://dl.dropbox.com/u/99765/fortblox/fb32002l.png[/URL] There's a lot more to show off but I tried to list the things that would most interest modelers. Going forward we would like to focus on server side scriptable gamemodes (currently we only have CTF) and make our netcode more robust. I feel it's at that stage where it needs some default models and then we can allow people to create their own content. [/QUOTE] Yea thats exactly the kind of stuff you have to show, it would indeed help though if you made a thread or else it's just going to get lost in this thread. Also explain more about the game, background info, technical info etc.
[QUOTE=Logithx;37409881]Yea thats exactly the kind of stuff you have to show, it would indeed help though if you made a thread or else it's just going to get lost in this thread. Also explain more about the game, background info, technical info etc.[/QUOTE] Yeah I'll make a thread and maybe PM a preview to you before I post it. I'll explain more about the game in the thread but we aren't exactly doing anything crazy unique, we just want to create a fun multiplayer shooter that we can play, have others play and create fun gamemodes for. Thanks your your advice.
Can anyone fill me in on what's the best way to do mocap cheaply, like with kinect/psmove sensors etc.
[QUOTE=ZombieDawgs;37414295]Can anyone fill me in on what's the best way to do mocap cheaply, like with kinect/psmove sensors etc.[/QUOTE] [URL="http://ipisoft.com/"]iPi[/URL] maybe, you don't even need markers.
[img]http://filesmelt.com/dl/mp7render.png[/img]
jeez
[QUOTE=Saccn;37419425][img]http://filesmelt.com/dl/mp7render.png[/img][/QUOTE] It feels like there's an outline around it and it's giving off a cartoonish-effect. Can you try a different background?
[QUOTE=Atom_rus;37414734][URL="http://ipisoft.com/"]iPi[/URL] maybe, you don't even need markers.[/QUOTE] If I'm not mistaken, you can use 2+ regular webcams, or 1+ 3D camera (like the Kinect, but it doesn't have to be that specifically). [url=http://motion.capture.free.fr/]Here's a freeware Motion Cap program[/url] that might fit your needs without the $200 price tag.
[QUOTE=ZombieDawgs;37420158]It feels like there's an outline around it and it's giving off a cartoonish-effect. Can you try a different background?[/QUOTE] [img_thumb]http://filesmelt.com/dl/mp7render_2.png[/img_thumb] It's because of the lighting setup I'm using. I could use a different one, but I suck at making them and this is the only preset I like.
does anyone know of a ui mod or something for 3ds that takes away the awful ribbon design and actually use the space efficiently?
So I spent a couple of minutes and did a fix on his forearms: [IMG_thumb]http://i59.photobucket.com/albums/g316/dominoegnallange/Paul-Rig-sss-Newtwistfix.jpg[/IMG_thumb]
[QUOTE=DOG-GY;37420983]does anyone know of a ui mod or something for 3ds that takes away the awful ribbon design and actually use the space efficiently?[/QUOTE] Do you just want to know how to turn it off? Go to Customize > Show UI > Show Ribbon and that gets rid of it.
compare max 2009's top bar to recent versions. i would want something that basically makes it revert to looking like 2009 which iirc disabling the ribbon can't do.
[QUOTE=DOG-GY;37428845]compare max 2009's top bar to recent versions. i would want something that basically makes it revert to looking like 2009 which iirc disabling the ribbon can't do.[/QUOTE] Here's a screen of my max from disabling the ribbon compared to a random screen of 09 I pulled from the internet. I might be misunderstanding you but I think it's what you're looking for. [IMG]http://i.imgur.com/kuZtsl.png[/IMG] [IMG]http://i.imgur.com/vXRiol.jpg[/IMG]
[img_thumb]http://www.leet.cc/hangar_012.png[/img_thumb]
I want to know what I can do to improve the road, anything with texturing, modeling, anything. Thanks. [img_thumb]http://filesmelt.com/dl/Road.bmp[/img_thumb]
[QUOTE=PLing;37430561][img_thumb]http://www.leet.cc/hangar_012.png[/img_thumb][/QUOTE] Oh man, it sure could use a PLANE or something. :v:
[QUOTE=Tha Baroni;37432245]I want to know what I can do to improve the road, anything with texturing, modeling, anything. Thanks. [img_thumb]http://filesmelt.com/dl/Road.bmp[/img_thumb][/QUOTE] There's really not much to do with a road. The only problem I can see is the pattern repetition is really obvious.
[QUOTE=Blackjack3D;37429711]Here's a screen of my max from disabling the ribbon compared to a random screen of 09 I pulled from the internet. I might be misunderstanding you but I think it's what you're looking for. [IMG]http://i.imgur.com/kuZtsl.png[/IMG] [IMG]http://i.imgur.com/vXRiol.jpg[/IMG][/QUOTE] yeah what autodesk is titling the "ribbon" isn't really the ribbon ui (ribbon is that huge 3ds logo etc). it's incredibly wasteful and a shame that they changed it after max 2009
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