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volunteering 3d artist


jpb
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well since my posting priveledges are limited in here i just thought id post here, my name is Jay and I am a striving game artist I work with Maya 3D and I am currently trying to enhance my skills and knowledge for game art 3D creation. I would love to be of help to any project in developement and have my custom creations in any ones custom maps, mods, programming, etc. Even if you are just building your own game environment i would like to make a SIMPLE AND BASIC 3d asset for artist to put in the game or your map. I am still kind of a novice and have not yet reached organics yet but i have learned this much and all i can do from this day on out is to get better. If you have a small project in mind and would like some new assets created feel free to contact me and send me a short request and maybe a rough sketch or picture of what you would like created for your map. I am only one person so I reallly dont know how many request i will get but i can only make one asset at a time. For the fastest response whether you just have a question or request, its best to contact me directly at my personal website. I look forward to hearing from you creative individuals. Happy modding!

 

regards,

http://jaybarnett.net

 

PS- I am NOT looking for pay or full time employment, i am volunteering and i just want to make things and have them put into other peoples projects so that i can become better at 3d modeling, also so that i can look back at projects years from now and see things that i made in game environments and say. . . . .yeah, i made that! :blink:

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There are different concepts we could use with leadwerks, leveldesign wise i mean.

 

First of intersecting geometry and "side-by-side" e.g. lego/prefab.

 

Since there are different effects like SSAO, POM, etc. which makes the geometry "pop" out towards the viewer,

one or the other way might be better. Plus - pom/parallax does need special care in terms of building structure.

 

Second, static prop building(s) like garage, boathouse, bunker etc. - small buildings the player can go to, pick up stuff, doing mission

and can be placed well in whatever terrain (desert, snowland, swamp etc.).

 

For the "lego" approach keep in mind that one has to use real "values" like 13,1m (its metric) not 13,145m, because "snap to grid" is easier to handle and faster to use (imho) - i guess one can simply test with the evaluation kit of leadwerks. (i dont know tbh)

 

We (at least me/myself and I) would need the .obj source, or better a simplified version of the structure - for building proper physics response meshes. (not a must though)

 

info/inspiration : ATIs ToyShopDemo / velvet assassin / dark sector (do a "image" search)

readme/links :

""http://www.global-illusions.com/""

""http://www.3dtotal.com/""

 

Dont get disillusioned by viewing those art - there started somewhere too.

Dont forget to (always) check licenses - so stuff can be used freely.

 

PS: dont you just hate it if all your online-resources are down/away/suspended. ;)

 

hth - tried to keep it short :)

AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3

zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5

 

adv_banner-april2012_720x150_tex01.png

 

Xxploration FPS in progress ...

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