Paying credits for 2D and 3D art for a game

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  • argo15
    FFR Veteran
    • May 2006
    • 1863

    #1

    Paying credits for 2D and 3D art for a game

    I'm making an un-named game right now and I'm willing to pay credits for those who will help me out with a little bit of art.

    For 15k:
    In games you might go to a sign and it prints text onto a 2D rectangle on the screen.
    For example this is some fanmade game of animal crossing.

    The style of surface which text will be written upon is up to you art guys ^.^
    Targa file format is prefered, but not neccesary.

    For 15k:
    I need a 3D model of the sign. My game engine only allows one texture per model, so the sign has to have some fancy UV mapping of one texture to look good.
    .3ds or .obj file format is prefered, but not neccesary.

    For 100k:
    I am decent at making pretty 3D worlds, but horrible at making characters. I need a protagonist, a hero. It may be male or female, but I need it to be small, like mario size. If you can rig a skeleton onto it that would be nice, but i won't require it. This is looking like it's going to be a platformer game, if that helps at all. Again, my engine supports ONE TEXTURE per model, so the texture file must include all textures on the person, and clever UV mapping must be used to make it look good.
    .3ds or .obj file format is prefered, but not neccesary.

    All people who help with my game will be included in the end credits.
    Last edited by argo15; 04-13-2009, 12:51 PM.
  • funmonkey54
    The Chill Keeper
    • Oct 2007
    • 4127

    #2
    Re: Paying credits for 2D and 3D art for a game

    Puttin my credits to use, eh?
    Congrats on the game.
    Can't wait to see it.
    <3

    Comment

    • Spenner
      Forum User
      • Nov 2006
      • 2403

      #3
      Re: Paying credits for 2D and 3D art for a game

      Would you prefer stuff to be low poly, or do you care?

      Comment

      • argo15
        FFR Veteran
        • May 2006
        • 1863

        #4
        Re: Paying credits for 2D and 3D art for a game

        Well, stills like the sign can be put into something called a "vertex array" which is drawn really fast; so polycount can be quite large. The characters will need to have each vertice rotating along with joints, they cannot be made into vertex arrays and will take a harder toll on the framerate for a large number of faces; so a low polycount would be better. (I had a 27,000 poly object and the framerate dropped from 200 to 50 when it was on the screen)

        Comment

        • argo15
          FFR Veteran
          • May 2006
          • 1863

          #5
          Re: Paying credits for 2D and 3D art for a game

          I'm still in need of a character, 150k. Please don't make me make my own. ^.^'

          Comment

          • darkshark
            Nothing.
            • Nov 2004
            • 4189

            #6
            Re: Paying credits for 2D and 3D art for a game

            Throw some ideas out there and I'll make a character. Maybe sketch something out.

            Comment

            • clarinet89
              FFR Player
              • Jan 2008
              • 899

              #7
              Re: Paying credits for 2D and 3D art for a game

              lol Animal Crossing

              i really have no skills, otherwise i'd love to help you

              Questionable Content

              Comment

              • argo15
                FFR Veteran
                • May 2006
                • 1863

                #8
                Re: Paying credits for 2D and 3D art for a game

                Well, I can't really sketch anything out, since i'm a terrible artist. But I can describe. He should be arund 3.5-4 ft in size relative to the world (I can scale him). He should have a human-type body but not neccesarily a human (psychonaughts comes to mind). Clothing doesn't really matter, but I would prefer its like a real type of clothing (no final fantasy clothing XD). I plan for the world to be using real-world textures, so its a mix of cartoon characters with real textures. (like Pixar ^.^)

                Here's a screenshot of my testing level.
                Last edited by argo15; 04-29-2009, 12:53 PM.

                Comment

                • f2ppure
                  FFR Player
                  • Feb 2009
                  • 82

                  #9
                  Re: Paying credits for 2D and 3D art for a game

                  good luck with the game and congrats . I wish I could help.


                  Playing style: original keys; one hand (three fingers); 1.25 speed

                  imob and ivampire add meh 155-111-173

                  Shoulda Coulda Woulda Didnt

                  Comment

                  • darkshark
                    Nothing.
                    • Nov 2004
                    • 4189

                    #10
                    Re: Paying credits for 2D and 3D art for a game

                    Eh, basic enough, the material is a multi/sub-object material, with a UV wrap, if your engine doesn't support that, let me know and ill UVW unwrap it even though I hate that method alot.



                    **Edit - You can't see it from that angle but there's black tattoo lines going down both sides of her body.
                    Last edited by darkshark; 04-30-2009, 10:10 PM.

                    Comment

                    • argo15
                      FFR Veteran
                      • May 2006
                      • 1863

                      #11
                      Re: Paying credits for 2D and 3D art for a game

                      Well, let me just explain how I load in objects. I import the file into Milkshape3D, and it breaks down every polygon into triangles. the triangles have 3 points on them, each point has a location, a texture coordinate, and a normal vector.

                      Here is an example of a simple box, which has 12 triangles
                      Code:
                      # Wavefront OBJ exported by MilkShape 3D
                      
                      v -8.000000 14.000000 8.000000
                      v -8.000000 0.000000 8.000000
                      v 8.000000 14.000000 8.000000
                      v 8.000000 0.000000 8.000000
                      v 8.000000 14.000000 -8.000000
                      v 8.000000 0.000000 -8.000000
                      v -8.000000 14.000000 -8.000000
                      v -8.000000 0.000000 -8.000000
                      # 8 vertices
                      
                      vt 0.000000 1.000000
                      vt 0.000000 0.000000
                      vt 1.000000 1.000000
                      vt 1.000000 0.000000
                      # 4 texture coordinates
                      
                      vn 0.000000 0.000000 1.000000
                      vn 1.000000 0.000000 0.000000
                      vn 0.000000 0.000000 -1.000000
                      vn -1.000000 0.000000 0.000000
                      vn 0.000000 1.000000 0.000000
                      vn 0.000000 -1.000000 0.000000
                      # 6 normals
                      
                      g Box02
                      s 1
                      f 1/1/1 2/2/1 3/3/1
                      f 2/2/1 4/4/1 3/3/1
                      s 2
                      f 3/1/2 4/2/2 5/3/2
                      f 4/2/2 6/4/2 5/3/2
                      s 1
                      f 5/1/3 6/2/3 7/3/3
                      f 6/2/3 8/4/3 7/3/3
                      s 2
                      f 7/1/4 8/2/4 1/3/4
                      f 8/2/4 2/4/4 1/3/4
                      s 3
                      f 7/1/5 1/2/5 5/3/5
                      f 1/2/5 3/4/5 5/3/5
                      f 2/1/6 8/2/6 4/3/6
                      f 8/2/6 6/4/6 4/3/6
                      # 12 triangles in group
                      
                      # 12 triangles total
                      So material properties are ignored, and each face on the character must have a texture mapped to it (which it looks like, unless those are bump-maps). Materials will be edited in the level designing toolkit, rather than taken from the model data.

                      This engine is still in its very basic stage (I am only one person ^.^') My main focus now is getting gravity and jumping physics, along with some new ground collision so that you may walk uphill.
                      Last edited by argo15; 05-1-2009, 12:50 PM.

                      Comment

                      • darkshark
                        Nothing.
                        • Nov 2004
                        • 4189

                        #12
                        Re: Paying credits for 2D and 3D art for a game

                        Just thought I'd post the final render here.

                        Game ready, single texture mapped UVW

                        Comment

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