Author Topic: Offering my services  (Read 1144 times)

Deks

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Offering my services
« on: December 08, 2004, 02:18:18 am »
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 :P, 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
\"My heart and soul will lead me in the patch to help those who\'s hand tries to reach me in their dispair. I will grasp it gently, and so I will fight back the dark who oppose me, thy, I am Deks, the Red Warrior.\"

Trianas

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« Reply #1 on: December 08, 2004, 02:31:11 am »
nice work man really

Dameon

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« Reply #2 on: December 08, 2004, 05:09:15 am »
It order to apply for the Planeshift team, there is a section of the site do to do at. Also, once CB is released, they will be looking for 2d&3D artists. Send them an E-Mail.

By the way, the models are awesome. I got to try ZBrush. The animations are fantastic!

*Edit*

I tried ZBrush. No offense, but that is not modeling. That is computer art. Those models are more pictures than they are useful in Game development. They may be good for concept art, but thats about it.
« Last Edit: December 08, 2004, 05:47:03 am by Dameon »

Efflixi Aduro

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« Reply #3 on: December 08, 2004, 06:13:48 am »
I thought so. They looked to smooth... They need to be used in games. You cant just make a picture into a model. You need to make the model seperatly.
Lol Internet

Shadowfalcon

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« Reply #4 on: December 08, 2004, 07:47:12 am »
How does zbrush do its renderings if its not 3D? And if its not 3D, why does it LOOK 3D? That is awsome looking though, keep it up!

Nikolia

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« Reply #5 on: December 08, 2004, 08:25:53 am »
Yeah your images look really great I am Jeolous.
One thing that would make them look soooooo much better is
if you tried to texture them, no matter how great a model is
it is nothing without a really good texture.

Also, if you get any ideas for monsters just draw them
then later on you can scann them on and model them and
not forget about what the used to look like, you do have some skill though
those models are completely rendered with effects and high
polys, perhaps you could make one of these guys using
Blender http://www.blender3D.org and post what they look like
That way the P.S Team will be able to see your skill level much
more efficently.. also you dont seem to know much about the game.
Maybe you should download it and play it, if you want to find
out what the models look like and if the eyes a textures
or another mesh..
Nice work on those though, they look great.

Deks

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« Reply #6 on: December 08, 2004, 01:40:29 pm »
Firstly, thanks for the kind words :)

Secondly, for some odd reason some of you think that these images was done using some kind of 2D Painting software, why you do that, I have no idea (did you actually read my first message?). So I will state it again: These, while not being appropriate in a low-poly game setting, is acting as concept design (AND, indeed, they are 3D, as much 3D as any other 3D package) and while being that, they will also be used to model the low-poly version. This will be done by drawing a new mesh over the surface of the high detailed one. This process, while perhaps sounding a bit unnecessarily long, doesn?t take much time at all. The flexibility in modeling in Zbrush allow me produce wonderful models in almost no time at all, working in a 3D workspace not offered by any other 3D package on the market. Also, the shading of the high detailed model will also be used for a ground for the texturers, hopefully easing their work while also enriching it with a nice new way of making textures.

And models done in Zbrush can be exported as .Dxf or .Obj file format, so they are not bound to the software itself.

Again, people, did you actually read my message? I already stated that these are not the ?real? models to be used in the game. I?m not incompetent enough as to make some very high detailed models just because they look good, only then to be lost when it comes to the surface that game engines can?t handle the poly-count :P, be rest assured, I know what I am doing.

And Shadowfalcon, yes, it?s full-blown 3D in it?s mighty glory. But the thing is with Zbrush, is that Pixologic have developed a system somewhat similar to Pixels, while also having traits that of 3D shader effects and renderings. They call it Pixols, which they refer to being 2.5D. While I don?t use these features as I?m a modeler, they are there for those that want to use them. And just for the record, Zbrush was partly used in the work of the LoTR movie series (in making of the high detail 3D models)

And Nikolia, I can?t agree more, I would just love to let them have some textures :( Sadly, my skills only goes as far as that at the moment. All of my skills in this area have been self taught, and also, I have been away from 3D art for almost two years now. I got back to it only six days ago. I can?t do everything you know. But also, like you, I?m well aware of the saying: ?No matter how good the model, if the texture is lacking, it will only go as far as that?.

Ahh, Blender. That brings back old memories :) I used it a couple years ago; it?s a splendid 3D software, for being free. Sure, I could make the models in Blender, but Zbrush is so much more efficient in making great models fast, and that is a HUGE plus almost everywhere, be rest assured, you will get your nice low-poly models from me ;)

Also, I can?t really download the current version, as it won?t tell me the quality of CB. They are very different in terms of quality, so I?ll have to wait on the next version before I can come to conclusions.

Best regards,
Deks
\"My heart and soul will lead me in the patch to help those who\'s hand tries to reach me in their dispair. I will grasp it gently, and so I will fight back the dark who oppose me, thy, I am Deks, the Red Warrior.\"

Lardhoc Aewheros

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« Reply #7 on: December 08, 2004, 06:09:54 pm »
Nice work. I would advice you to get in touch with the developers. Even if you don\'t have the time required to be a member of the team you can still be a contributor.

Oh yes, and you should read this if you haven\'t already done so: http://www.planeshift.it/helpus_recruit.html