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ProminenceF
25th August 2014, 11:44 PM
So, I've seen the work gone into the Slipstream GX project, and it gives me the hope that I may be able to find assistance for my own project here. It's a sci-fi racing game heavily inspired by Wipeout, F-Zero, and Extreme G, and the idea is something that evokes that same sense of insane speed. Primarily, what we'd need from any applicant is the modeling and texturing of environments and possibly characters from concept art, and probably the texturing of object meshes previously made by myself and others. Ideally in those particular cases we'll be doing both the meshes and the UV mapping (except perhaps on special request, or if you insist on mapping yourself) ourselves, so all that you'll need to concern yourself with is the actual texturing process.

We're already working with early development builds of the game, and a good deal of preliminary assets as well.

Note: This game is planned to be distributed on PC and Wii U, and we are registered licensed developers with Nintendo via its indie program. The project is for the moment unpaid, but what I'm offering for the moment is a contracted revenue split, along with a split of proceeds that would come from any crowdfunding attempt, meaning Kickstarter and its ilk. My apologies for not being able to offer any better.

General Job Information-

* We are using Unity, so generally any type of modeling software will likely be acceptable, provided it can output in .fbx or .obj format. Blender or Maya is preferred, however. Ditto for texturing software- as long as it produces acceptable results (and isn't pirated), you should be fine.

* Generally, it would be preferable for someone to have some experience (at least two years or so) in high and low poly modeling (sculpting experience is not necessary, although welcome), however, depending on what's shown by the interested party, this requirement can be flexible. If you're just good, you're just good.

* Generally, most assignments would preferably be completed within two weeks, although deadlines can be flexible depending on what's assigned.

* Concept art will be provided in most cases, however, there may be times we will simply ask for something 'general' and are willing to take on the artists' interpretation of whatever that is, within reason.

* By and large, whomever applies should be expected to texture their work, as explained earlier. We'll do our best to alleviate some aspects, such as making the UV maps and whatnot, but texturing is the biggest 'we need help' area we have.

* Generally, we utilize Skype in order to discuss progress and have general meetings, so having that is more or less a necessity.

* Anything you create will be permissible in your portfoilo, within reason, and preferably after we've already shown it off in-game (although really this is just me trying to be formal, really all you need to do is just ask). Don't want spoilers going around, don'tcha know.

https://dl.dropboxusercontent.com/u/5095961/Slipstreamsolo.png


Here's a textured character in the general style we're hoping for most characters/environments, and some concepts for environments and tracks.

https://dl.dropboxusercontent.com/u/5095961/NewPera.png
https://dl.dropboxusercontent.com/u/5095961/canyon%20area.jpg
https://dl.dropboxusercontent.com/u/5095961/treenport.jpg

And here's a few overview shots of a stage or two that yet aren't complete.

https://dl.dropboxusercontent.com/u/5095961/Treen%20Port%201.png
https://dl.dropboxusercontent.com/u/5095961/Treen%20Port%202.png
https://dl.dropboxusercontent.com/u/5095961/BatamGorge1.png

Along with general untextured/incompletely textured models we have.

https://dl.dropboxusercontent.com/u/5095961/screenshot%207-12-3.jpg
https://dl.dropboxusercontent.com/u/5095961/A%2B%20Shot1.png
https://dl.dropboxusercontent.com/u/5095961/ShootingStar1.png


If you have any other questions or concerns, please feel free to let me know via PM or email at bluecometgames@live.com. Thank you for your time! And if you have any general gameplay questions, I'd be more than happy to answer.

terra-wrists
26th August 2014, 05:37 PM
this looks amazing... are you the guy (Liger-Inuzuka) who modelled wipeout team themed motorbikes on deviant art? (wipeout wolves)

If so, I'm pleased you joined, I'm a fan of that work :)

ProminenceF
26th August 2014, 10:56 PM
Aha, I'm flattered that you'd think so, but I'm not, unfortunately. Just someone coming from out of the woodwork.

terra-wrists
28th August 2014, 02:48 PM
your work looks similar to his - great minds and all that I guess :)

Looking forward to see what you come up with in future man.

ProminenceF
30th August 2014, 04:15 AM
Thanks. Things will go MUCH faster if we can find a bit of help, though.

TheConzio
30th August 2014, 05:50 PM
In need of music? I'll be glad to contribute.

https://www.youtube.com/user/ElectroConzio

ProminenceF
30th August 2014, 05:53 PM
We do, but I'd like to keep this thread focused on any environmental modelers/texturers, since that is where the need is greatest.

Cipher
31st August 2014, 04:09 AM
Polycount.com is probably a better place to get some people involved on 3D art side of things, most people here can give advice on mechanics with their wipeout racing experience, but that doesn't transform them into 3D artists :P
I'm a 3D artist myself and would love to help, but i'm unable to combine that with my college studies, my texturing skills need more practice anyway ;)

Cipher

ProminenceF
31st August 2014, 04:24 AM
I've tried my luck at Polycount- no one bit. I've tried there, Moddb, Reddit, and a couple other places.

Cipher
1st September 2014, 04:04 AM
You might want to give more information on the job, specifically, timing/milestones/deadlines and skill level requirement/ 1 or 2 examples, the modelling workflow (HP->LP with bake or just straight up LP, sculpting,…), do the 3D artists also have to texture or is modelling alone also an option? And most importantly, concept art of individual props/3D assets to be made/textured (and just more concept art in general, if necessary, disclosed privately through PM or something), is it freelance/working from home or meeting up,...
Gotta get some marketing in there eyy, what's in it for them ;)

eg;
- You get to work with and experience …
- You will be communicating & coordinating with … department to achieve the best results
- Resources needed (eg photoshop, 3DSmax, game engine,…)
- Expand your portfolio

Ya know, stuff like that :)

Cipher

ProminenceF
2nd September 2014, 03:49 AM
Thank you for the suggestions; they've been implemented.

Still searching.