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So you can model/animate you say? Want to work on a game?


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#1 {IP}Gil-Galad

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Posted 27 February 2013 - 02:19 AM

Hey it's Phil.

 

I made up my own model format for my game Haxel (http://haxelgame.com) which consists of colored blocks of any shape and rotation. At first I thought this was cool and what not... however it's not cutting it any more... our modeler/animator program is hard to use not to mention the colored models don't match the highly detailed textured environments.

 

SO

 

We're switching gears and are going to go for model's that aren't made of voxels (something that looks like this guy - http://www.turbosqui...3d-model/699931 - low poly and very detailed).

 

If anyone is interested in modeling and animating models... we are willing to pay you for them. Like real life money.

 

What are we looking for?

  • ~12 weapons (+grenades, bombs, landmines, sticky grenades, proximity mines, pineapple grenades)
  • Jet pack
  • Vehicle (ATV)
  • Single player hovercraft
  • 4 player hovercraft
  • Hover bike/glider
  • 3 different player models (for now)

 

Initially we really only need 3 guns, an arm, and 1 fully animated model.

 

I KNOW there are very talented modelers/animators on here (or there were at one point =P) so I thought this was a perfect place.

I'm offering you a job with payment if you can deliver on these things. If you want to know how much, it all depends on how quickly you can work and how detailed (+low poly) your models are.

IF you aren't convinced the game is worth your time, I can ensure you we are working on redefining it enormously. If you're interested how, I can pitch it to you.

 

Thanks for your time!



#2 DIGI_Byte

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Posted 27 February 2013 - 05:44 AM

thats not low poly, that model you linked to, that's decent, although that gun isn't made quiet right

now the problem is, there is no concept or designs for a modeler to work from, even posting some concepts from other games is enough to get started, i would love to help, but I'm already split between LoneWolf, SEE and RR

so once i have a bulk of those out of the way, ill be available.


Edited by DIGI_Byte, 27 February 2013 - 05:45 AM.


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#3 {IP}Gil-Galad

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Posted 27 February 2013 - 06:06 AM

I was guessing 4k is pretty normal for a detailed character in a game... its not like BFME where we need a hundred of these on the screen. I don't know these things =P

 

I don't have any concept art, nor can I provide any... I don't have the resources so I would be letting it up to the imagination of the modeler.

 

Essentially I'm looking for humanoid beings (from human to bipedal alien that closely resembles a human) with clothing/armor somewhere between Snake's newest outfit in Metal Gear Solid and Master Chief's outfit. Basically something very techy.

 

Hope that clears theme up a little better.


Edited by {IP}Gil-Galad, 27 February 2013 - 06:07 AM.


#4 Irenë Hawnetyne

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Posted 27 February 2013 - 06:32 AM

Hmmm.... I'd like to help, particularly in modelling, it's an attractive prospect, though I'm not the best animator. 


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#5 DIGI_Byte

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Posted 27 February 2013 - 08:33 AM

I'll definitely give it a go, what file format do you need?
Collada is this days most common one but since its OpenGL, how will you bind/animate?

hope its not vertex animation
 

Edit, also Scale is VERY important


Edited by DIGI_Byte, 27 February 2013 - 08:36 AM.


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#6 Pasidon

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Posted 27 February 2013 - 10:03 AM

Let's just hope it isn't the animation we saw in the promotional video.  But yea... giving the units more realism really is smart.  We're talking PC gaming... we can go over-the-top as much as we like.  The voxel-like world is good as it is since you want that destructible terrain.  But may I also suggest an ascetic change... you do need a certain low-polly count in your terrain, but you can make it look 200x's nicer.  Maybe lining the edges of your shapes with lighting effects and making your game a bit darker.  Sort of that Tron feeling.

 

And... eh-em... if we feel generous enough to pay concept artists, one Pasidon in particular may be able to create you a unique design (based on what you showed us) so your modeler (the Dig'ster) has something more to go off of.  Well... I probably shouldn't ask to be payed... but I'm a selfish bass turd Oh, come now, Pasi... this is Gilly we're talking about.  Your dear, friend... Oh, fine!  I'll work for free... gosh darn it.

 

Hey it's Phil.

No, you're Gil.



#7 Hostile

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Posted 27 February 2013 - 08:44 PM

Haxel looks really interesting. Start off with a WB than create the game. Nice job and good luck. And paying for stuff is not a bad way of doing things. It guarantees you own it. Make sure you have some kind of documentation stating that you own the models and skins upon purchase.



#8 {IP}Gil-Galad

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Posted 27 February 2013 - 08:57 PM

Hmmm.... I'd like to help, particularly in modelling, it's an attractive prospect, though I'm not the best animator. 

 

We have the need for many static models for weapons!

 

 

 

I'll definitely give it a go, what file format do you need?
Collada is this days most common one but since its OpenGL, how will you bind/animate?

hope its not vertex animation
 

Edit, also Scale is VERY important

 

Collada could work, it's kinda bulky, but can be nicely compressed.

 

As far as animation/binding goes, I'm not entirely sure what each of the different formats can provide... I imagine something that says "here are my bones", "here are my vertices", "here are my faces", and "these vertices are attached to this bone with this weight".... that's all I can think of actually needing, I can code the logic to deform the mesh based on vertex weighting myself (although a model where a vertex is only attached to a single bone is ideal for a programmer).

 

 

 

Let's just hope it isn't the animation we saw in the promotional video.  But yea... giving the units more realism really is smart.  We're talking PC gaming... we can go over-the-top as much as we like.  The voxel-like world is good as it is since you want that destructible terrain.  But may I also suggest an ascetic change... you do need a certain low-polly count in your terrain, but you can make it look 200x's nicer.  Maybe lining the edges of your shapes with lighting effects and making your game a bit darker.  Sort of that Tron feeling.

 

And... eh-em... if we feel generous enough to pay concept artists, one Pasidon in particular may be able to create you a unique design (based on what you showed us) so your modeler (the Dig'ster) has something more to go off of.  Well... I probably shouldn't ask to be payed... but I'm a selfish bass turd Oh, come now, Pasi... this is Gilly we're talking about.  Your dear, friend... Oh, fine!  I'll work for free... gosh darn it.

 

Hey it's Phil.

No, you're Gil.

 

Ha... yeah those animations were crappy and done in our own home-brewed modeler/animator. 

As far as improving the appearance of the blocks - I agree, when I have time I'll have to write some nice shaders to make them seem less hard.

So you'll create concept are for free you say? I can always offer other goods and services for anyone who helps in small ways =P

 

Yes I'm Gil, which is also Phil. I think I was Phil first, I don't remember.

 

 

 

Haxel looks really interesting. Start off with a WB than create the game. Nice job and good luck. And paying for stuff is not a bad way of doing things. It guarantees you own it. Make sure you have some kind of documentation stating that you own the models and skins upon purchase.

 

Thanks, we need a serious face lift on the "direction" of the game (currently non-existent ), the overall appearance needs improved, and I need to get cracking in some nice looking levels. We are working on this right now, and are doing a way better video.

A huge inspiration for this game is obviously BFME, I loved the map builder and the modding you could do with it... obviously it was awesome because people still do it today like 8 years later.

And yes, we have documents ready for all the various people we need to acquire content from for use in Haxel.

 

Thanks for all the help/input guys!
 



#9 Pasidon

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Posted 27 February 2013 - 09:14 PM

Does 'good and services' include lots of money and steam games?



#10 {IP}Gil-Galad

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Posted 27 February 2013 - 09:16 PM

If it's good enough to be used on our KS page or in the video... then there could be an exchange of money. I don't know how good you are at drawing these things though.



#11 Pasidon

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Posted 27 February 2013 - 09:40 PM

Ooooooo... right... it needs to be good.  Didn't think about that.

 

But nah... I get u sum'n nice.



#12 DIGI_Byte

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Posted 27 February 2013 - 11:26 PM

So in other words, you dont have a 3D format yet?

you've left it to the modeller and what tools you use to export, i suggest finding one that has a nice tool suite for 3D max as the modeler would have more control over what things are on export
maybe code one yourself?

but you'd have to learn Max Script and how to compile it

different file formats support different things, 3DS can only animate objects as a whole, it can bind things to them but its always a dicky little shit

overall, you need to find a format out there that's light and easy for 3D max, you just cant go wrong once you have something
I could use Collada, but if given the opportunity, i'd rather use a tool set like W3D exporter

would BFME.W3D format work?

on other info, i have a whole collection of Mocap and free to use animations all set up for mocap i can play with

I havent touched it in a while but should serve your purpose


Edited by DIGI_Byte, 27 February 2013 - 11:31 PM.


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#13 Gen.Kenobi

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Posted 08 March 2013 - 11:07 PM

Forget Max and all it's bulshit of MaxScript. Go the OS way. Go with Blender. COLLADA can be used in the raw mode as a raw format for a game. And it really encourages modding. That's the way we did in 0ad.

 

But yeah. I'm very rusty with Blender, but I might give it a go, provided that I have some concepts to work on. I'd take weapons, since my area is inorganic stuff.


kudos to Pasidon for this awesome avvy and siggy!


#14 Pasidon

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Posted 08 March 2013 - 11:27 PM

I would recommend OS... only if it wasn't strictly OS.  You don't see Microsoft making exclusive crap.



#15 Gen.Kenobi

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Posted 09 March 2013 - 12:03 AM

OS, my bad. :p I meant Open-Source.


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#16 Pasidon

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Posted 09 March 2013 - 01:11 AM

Oh, I thought you were referring to OSX's media stuff.  They have exclusive UML stuff that's top notch, and since I already semi-recommended it, off-hand... that's the premium stuff.



#17 {IP}Gil-Galad

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Posted 09 March 2013 - 01:55 AM

I just wrote an Ogre loader... I like that format... I wonder what programs can export it.



#18 DIGI_Byte

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Posted 01 April 2013 - 12:47 AM

Long time no see, I lost this forum thread
I sent you some chat messages in gmail, but i guess you haven't seen them

this ogre format, what do you know about it?
is it 3D files made for the Ogre Engine or something with just the same name?
whats its file extension?



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#19 DIGI_Byte

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Posted 01 April 2013 - 01:00 AM

http://www.ogre3d.org/download/tools

I have Milkshape about, its a great program for cross converting between files


Update: I did some research and finally found some 3Ds Max exporters based on this thread
http://www.scolring....opic.php?id=541

even though the DNS isn't secure, you can still find the versions here, for max 9 too 2013 versions
https://arkeon.dyndn...xporter/output/


Edited by DIGI_Byte, 01 April 2013 - 01:15 AM.


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#20 {IP}Gil-Galad

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Posted 04 April 2013 - 10:02 PM

Sorry for the long delay!

 

3ds is a fine format as well, I'm not sure how they store animations though... if I had an example file I could figure it out pretty easily.

 

The file extensions for ogre:

 

*.mesh.xml

*.skeleton.xml






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