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I am pretty much an allround guy, but I would love to contribute as a 3d/ texture Artist


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Position: Texture Artist, 3d Artist, Video Editor

Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free?

Yes

Do you agree to distribute all your work for Wildfire Games under [url="http://creativecommons.org/licenses/by-sa/3.0/"]Creative Commons Attribution Share-Alike license[/url]?

Yes

Name:

Peter Erinkveld.

Email:

peter.erinkveld@gmail.com

MSN Messenger:

petererinkveld5@hotmail.com

Location:

Arnhem, The Netherlands

Availability:

Evenings, weekends. And all day starting from 23th of Juni

How many hours per week on average do you think you'll have for Wildfire Games? What about 6 months from now?

For now, about 8 hours a week, mainly in the evenings and weekends. In 6 months I think I will be available for about 12 hours a week.

Age:

20.

Occupation:

I am a student. And currently on an internship.

Skills and Experience:

I study Communication & Multimedia Design. So the study basicly covers all forms of media. But you can focus on specific forms of media later on in your study, which I will tell more about in my motivation.

During my study I have worked on a game project. Which was a RPG based around teddy bears. I hope to get some videos/ screenshots online, but I do not have a lot of content to show at the moment. This project covered 8 weeks. In which we managed to make a pretty good game with 39 people working 8 hours a day 5 days of the week. No one had any experience in making content for games aside from 8 weeks of courses in 3d, sound design and gameplay we had before the project started.

Motivation:

To come back at the game project. I absolutely loved that period of my study. I was member of the art team, and responsible for making a lot of art assets. I was the only member in the team who made complete assets from start to finish. This included modelling, texturing and a bit of animating. I was fascinated by making individual art assets which ultimately formed a world where the game took place.

Right now I am on an internship at Media Republic, based in Amsterdam. I work there as a Motion Graphic Designer, I mainly do animation there. But I did some 3d animations for big cases which were actually used, so thats really cool.

I think I have the skills to contribute to the 0ad project as an all round guy. But I would love to actually produce assets for the game it self.

Personality:

I am an open minded guy, who absolutely loves making art for interactive concepts. (which of course includes games).

Short Essay:

I found out the 0ad project via indiegamemag.com. I was looking for some good indie games, and thought I might find one where I would like to contribute to. When I saw 0ad, I didnt believe this wasnt actually an open source game. It looked too good to be true. But it was true. I think I already described my motivations pretty well, but I am basicly in love with making games, and I really miss not making assets for games.

I hope that I can gain a lot more experience in making 3d objects for games if I could join Wildfire games. And so that I can proudly say that I contributed to this great game.

Interests and Hobbies:

My hobbys are mainly playing guitar and piano. I have played those for a long time. But I also do a lot o Photography. I love hanging out with friends to drink some beers and have good conversations.

Staff:

I dont know any one in the team

Community:

Mainly some Dutch sites about Photography, and music./i]

Favorite Game:

I actually dont play a lot of new games (I use a mac, so its kinda hard). Besides that I play a lot of old games. I love Age of Empires I and II. I also played A LOT of Rollercoaster Tycoon back in my days, which I still love. I think those are my favorite all time games. I also really enjoyed starcraft I and II. And some racing games. Mainly NFS and the Colin McRae series.[/i]

[b]Work Examples:[/b]

[i]You can find my portfolio on:

http://www.petererinkveld.nl

Some examples of relevant work:

These are all made in 1 day max (besides from rendering).

http://petererinkvel...ortal-inspired/

http://petererinkveld.nl/prison/

http://petererinkveld.nl/old-paper/

http://petererinkveld.nl/marble-track/

http://petererinkvel...ware-of-trolls/

For other projects you have to check my homepage, I cant unfortunately cant post any direct links to those projects.

But the projects that might be of interest:

"Teds Nightmare" (The game project I spoke about earlier)

"De Grote Kleine Kapitein" (The boat is modelled in 3d)

"Liniled" Texturing"

There is also a lot of Motion Graphic stuff on my website if you guys are interested in that!

I hope I can contribute something to this game! And if there are any other questions, feel free to ask me!

Greetings,

Peter

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Hi, m8! Thanks for the application. Here are the kinds of things we need to complete the art for 0 A.D.:

- 3D Biome assets, such as rock formations, trees, animals (+animations).

- 2D Biome assets, such as high quality terrain textures.

- Low/Medium poly buildings for civilizations, such as the Mauryan Indians.

- GUI design and textures.

- Single-player campaign assets, both low and medium poly.

- Human bipedal animations.

Do you have any experience with Blender and Collada file format? Thank you for your time. :)

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Heey,

No, but I do have experience with Maya and the Collada file format, so if that would work too, I am okay.

I would prefer to do low poly modeling and texture them myself, so if I could help you guys out with that, that would be great!

I did some 3d skeletal animations, but it took me so much time to get it right for in game I would rather have someone else do that.

Also, I have done some terrain texturing, you can see some examples here:

http://petererinkveld.nl/beware-of-trolls/

http://petererinkveld.nl/displaced-landscape/

Those are not the best examples since those projects are made in one day. But I think I can make proper terrain textures for use in game.

Let me hear what you think,

thanks!

Peter

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So, is there any use for me in this project?

Greetings,

Peter

Sorry for the late reply. The past week or two has been crayzay for me. :) All right, so what we usually do is ask art applicants to create 1 sample project based on our requirements and critiques. So, we come up with something that you'd be willing to create, you build a first draft, we give you feedback, and you revise, and the cycle continues until we have something everyone's reasonably happy with. We've found this works rather well, and it also mimics how we work as a team.

So, is there anything specific in this list that you'd be willing to take a crack at?

- 3D Biome assets, such as rock formations, trees, animals (+animations).

- 2D Biome assets, such as high quality terrain textures.

- Low/Medium poly buildings for civilizations, such as the Mauryan Indians.

- GUI design and textures.

- Single-player campaign assets, both low and medium poly.

- Human bipedal animations.

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Really nice! (y)

I noticed that some very different textures where used for wood (e.g. for the roman army camp) which does not look very fitting. It seams it's the case here for the carrier of the roof and the arbor of the bucket rope, too. Doesn't look bad though. Just wanted to mention.

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It would be good if you would be able to prove that you are able to get an object into the game, and we're thinking about making it required for Art applications, so please help us review the process by mentioning anything unclear in the instructions :) All the textures used in the game are available in the SVN - see below - (though not necessarily all source textures, that's a more complicated issue and some might be personal files from some of the artists etc).

Please read through: http://trac.wildfiregames.com/wiki/ArtDesignDocument and http://trac.wildfiregames.com/wiki/Modding_Guide and to make things easier for you probably http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide as well (if you're just using a release version you will have to extract the public.zip to be able to edit/add things, and if you join the team you will have to learn using SVN in any case, so just as well to start now :) ). Then take say the well model and export it to COLLADA, include it in the game following the instructions in the documents linked above (ask if anything is unclear), and take a screenshot of it in game (or in Atlas is fine as well, just as long as it's obvious it is in the game :) ) and attach that screenshot to a post in this topic :)

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Aaand I'm stuck.

I downloaded the required SVN Files, the required software to run it with the required dependencies via Terminal.

But when I try to build this error pops up:

schermafbeelding2012061p.png

Anyone on this?

My cpu has 4 cores, so I should use -j5 right? Sorry I never worked with SVN myself before.

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Guessing from the prompt you are in 0ad/build/workspaces already.

The commands you entered should be entered separately (or connected with &&):


cd 0ad/build/workspaces
./update-workspaces.sh -j5 && cd gcc && make -j5

EDIT: As the build process on OS X has some hiccups I just want to add that you can join us on the dev IRC channel if you have some questions

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