Jump to content

3d Artist application


paperkat
 Share

Recommended Posts

Position:3D Artist interested in whatever you wish to throw at me!

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 Creative Commons Attribution Share-Alike license?

Yes

Name:

William

Email:

williampryn"at"yahoo.com

MSN Messenger:

Newp but can create one if needed

Location:

Sverige (But I'm English!)

Availability:

10-20/week

Age:

32

Occupation:

3D Artist & Stuntman

Skills and Experience:

Programs: Maya, Cinema 4D, Zbrush, Photoshop, UDK, Unity3D Crazybump, XNormal.

Skills: Concept work, Modelling, Sculpting, Texturing, Lighting, Animation, Rigging

I have worked as a contract artist for a realtime visualisation company & teacher of 3D Art & Design.

Motivation:

Hobby & XP mainly. I stumbled upon this game when looking for game development companies and after joining the forums and snooping about a bit I really like the style and the feel of what is being made here. I decided on the spot that I would like to get involved.

Personality:

I've been told I'm friendly and open bloke :bye:

Short Essay:

To me nothing is more exciting than an interactive environment born from pure imagination, immersing yourself fully into that world and uncovering it's secrets. Being involved in the creation and development of this fantastical experience? Best job in the world.

Interests and Hobbies:

3D Artwork, illustration, reading, music, running blah blah blah... :yes3:

Staff:

no

Favorite Game:

World of Warcraft (sorry everyone! I'm one of THOSE!)

Fable Saga

Zelda (But of course!!!)

Command & Conquer

Diablo saga

Work Examples:

Portfolio

Link to comment
Share on other sites

Hello William! Welcome to the forums!

Impressive portfolio & skills! Thanks for your application :).

What would be your primary interest modelling? Nature/organic, hardsurface/buildings?

We're currently finishing Mauryan units and buildings, and we will work on Ptolemies (Hellenized Egypt) in the following months (lot of work will be available). But there's also a lot of flora/fauna/gaia assets to choose if you want.

We have currently moved our Art department forum to public. Here you can see some ongoing progress lists our Art Dept Leader made (plenty of things to choose ^_^):

- Old list. (Everything is done except the last part: Gaia & eyecandy stuff http://www.wildfireg...showtopic=16220 )

- Here's also the Mauryan progress thread: http://www.wildfireg...=0

- We're also very interested in upgrading our unit meshes to have more detail and better deformations for animation. This thread is a little bit desorganized, but the last posts shows the current progress on new unit meshes and rig: http://www.wildfireg...00

- Finally, if you're good at animating, our main interest would be animations. We have only one animator in our team and if we update unit meshes, we're going to need a lot of new animations.

If you are interested, you can give a quick read of the Artists Design Document. It's old, and there are things outdated (like triangle count, etc) but there are other things that may be interesting:http://trac.wildfire...tDesignDocument

If you want to take a look to some 3D assets currently in-game, you can open them in blender once you have downloaded the game, or downloading them from our SVN repo. Structural models: http://svn.wildfireg...hes/structural/

And textures folder here

Feel free to ask here as many questions as you want as well as WIP images of your progress for the team and community to show/ask/review/suggest/critique :P

Looking forward to work with you! ;)

Link to comment
Share on other sites

Hi there and thankyou for the warm welcome! :)

I am much more of a hard surface modeller so props, buildings, vehicles etc would be my preference but I am absolutely happy to do scenic work and try my hand at characters aswell. Of course all the usual stuff (Uving, texturing etc) goes without saying.

As far as animation is concerned I don't have much experience with character animation so probably won't be volunteering for any of those tasks.

Gotta grab a copy of Blender & game for my workstation.

After having a look at the pages you linked to me, I'm not really sure where to start! Perhaps you could suggest something for me and I can roll along with it?

Looking forward to contributing and working with you all! :gunsmilie:

Link to comment
Share on other sites

OK, then I'm going o suggest you to start with the merchant ship for the mauryans, http://www.wildfiregames.com/forum/index.php?showtopic=17038

Or if you prefer something bigger and more difficult you can give a try to the market: http://www.wildfireg...=20#entry261677

I suggest you to take the merchant ship first, just to get used to the process of importing assets into the game to check for yourself the final result in the engine. But as always, your choice ;)

The software doesn't have to be blender. You can use whatever software you're comfortable working with, as long as it's able to export Collada format (.DAE) like Maya, Max3D and Blender :)

Link to comment
Share on other sites

Well I like the look of both of them tbh! hehe

Yeah I agree I will start with the boat first to get a feel for things. Maybe I will move onto the market afterwrds ^^

Just a couple of questions:

Polycount approx? 500?

Texture maps? Just colour map? Are normal maps used?

Do I need to do any lightmapping at all?

I use Maya for my modelling and I'm used to using collada files no probs

Link to comment
Share on other sites

Polycount is not set in stone, but something around 1000-1200 tris would be great. (Unless Mythos throws me to the dogs :P)

Textures: Diffuse obviously, but the textures must be licensed under CC-BY-SA or similar (or in public domain).

Here are two sites where all the textures are licensed that way:

http://texturemate.com/

http://agf81.deviantart.com/gallery/

The engine support diffuse, specular, Ambient occlusion, and normal+parallax. (the parallax being the alpha channel of the normal map). Currently as far as I know, there are no ships with normal maps, and I don't really know if it's planned/supported on ships. We can make some tests if you're in the mood of doing them :P

Some final notes:

-The triangles are not double sided (the engine only renders the triangles where the normals are facing).

-The ships/units/buildings must have some player color to know which player owns the unit. This is achieved by transparency on the texture. The more transparent, the more intense playercolor will show (you can do normal transparency too).

- You have to remove all lights, cameras, materials, etc from the mesh before exporting to .dae

- You have to triangulate the mesh if you work in quads before exporting. (no quads or ngons supported)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...