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-   -   Paying credits for 2D and 3D art for a game (http://www.flashflashrevolution.com/vbz/showthread.php?t=107906)

argo15 04-13-2009 02:49 PM

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.

funmonkey54 04-13-2009 03:22 PM

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

Spenner 04-13-2009 04:56 PM

Re: Paying credits for 2D and 3D art for a game
 
Would you prefer stuff to be low poly, or do you care?

argo15 04-13-2009 05:10 PM

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)

argo15 04-24-2009 10:41 PM

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. ^.^'

darkshark 04-29-2009 03:33 AM

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.

clarinet89 04-29-2009 02:15 PM

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

argo15 04-29-2009 02:49 PM

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.

f2ppure 04-29-2009 05:47 PM

Re: Paying credits for 2D and 3D art for a game
 
good luck with the game and congrats :). I wish I could help.

darkshark 05-1-2009 12:01 AM

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.

argo15 05-1-2009 02:38 PM

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.

darkshark 05-12-2009 11:19 PM

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



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