Greetings Developers of Planeshift and the community

I have for quite a while followed the progress of Planeshift, mind you though, some dedicated fans here I cannot beat, which only shows the immense support this online game has. And surely enough, it\'s potentials

If there were one thing I would like, then it would be taking the seat amongst the dedicated people which makes up the developers. I can only imagine how fun it can be working with something you at your own will and dedication develops a game by your own standards and views, and you do it very well.

However, I can\'t. Simply put, I?m too young. And even if I were of the required age, I don\'t know if it would be possible for me to pull off such a feat, at my own free time. However, I?m not bound in chains 24/7

, so surely I have the time to contribute at least
some.
Even though I would love to contribute in a greater way, but as it is currently I can only offer 3D models. My texturing skills are fairly lacking, so I lay back on that front and focus more on \"form\" before I proceed to the next step. I have no skill in animation either.

These two models were created intended to be used in PS. They were modeled in the fantastic software
Zbrush. Before you go all haywire over the polycount (as a matter of fact, they both round out on about 2-3 mil polygons) they are only means of concepts, they are not actually the models. With Zbrush, I have no need to sketch out the concept on paper, then proceeding to do careful poly-to-poly modeling. At the moment, I can?t actually make the real models. A feature which will come with the next update will make it possible for me to model a mesh on top of these very detailed ones, were I will have full control of the count and flow of the polygons and tris.

Also, by then I hopefully have found a way to use the shading of the detailed model as a texture, so the texture makers? life will be a tad easier.

Know also, they are not
that detailed. These were done in a fast-paced fashion; I worked roughly 2-3 hours on each. And as a side note, ignore the feet?s and hands on the first character design, this one was mainly a concept try. I didn?t get too hung up on details, and I will propose it as a model, and when I come about to make the real model, the hands and feet won?t look like that.
Oh, and the signature, that?s my second name to Deks, another form of it. I use it on the Zbrush forums. Still pondering over if I will use Deks or Dekusu, which sounds more Fantasy-ish to you people?
And also, what range of polycount do you people use? 500-1000? Do you have fingers, or use blocks, or something in-between? Do you let the textures make the eyes, or will there be sockets with round meshes? Feet?s, same as hands, block or detailed?
Hopefully, PS: CB will be released before the next update for the software. As I will need a general feel of the PS world and it?s themes. And
IF my help is appreciated, be sure to point me to areas that needs more content. Because, quite frankly, that?s what I believe is most important in a world such as this. My characters might be a tad generic, but they are still
diverse, which is more important than anything (when it comes to models, that is) I can?t stress it enough. I just hate it when some developers use monsters with different colors on the texture and say: ?There ya go, diversity!? Am I pleased? Nope? Of course, it?s all about resources and deadlines. But PS knows no such thing, so lets make it a kick-ass online gaming experience

Stay tuned for more samples (I encourage you to come with suggestions if you have some boiling inside of you, I will review it and se how it can be of use. But currently, I?m a bit short in the story of PS, I have to read me into it, so I don?t just go about making different monsters that might not have anything to do with the story of PS at all)
Best regards,
Deks