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Looking for Modeler for Small Scale work

Discussion in 'Mapping Questions & Discussion' started by Crimson, Sep 22, 2008.

  1. Crimson

    Crimson L3: Member

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    Alright,

    So I have been working around the clock like crazy while im unemployed to finish as much of this mod as possible. After 2 weeks of long hours, I finally finished coding the Powerups plugin to resemble Quake3. I have been messing with Illustrator and Maya3D quite a bit trying to make these on my own, but with how much work has gone into this mod as far as coding and mapping, I don't want half ass models floating around.

    So...I am looking for a modeler to basically make 3 powerup models. I don't think this will be too difficult for someone who knows what they are doing so I figured I would post here first. Anywhere else I am going to run into some problems getting the models made ready to go for Source implementation.

    Here is an example video I just took with fraps in Quake3 of how the original powerup looks.

    http://www.youtube.com/watch?v=IrfPCH1cFv0

    Basically I will need models similar to this for a Quad Damage powerup, Haste powerup, and Invisibility powerup. I got to thinking, and here are the ideas I had for each.

    Here is an actual model from TF2 that gave me somewhat of an idea...

    [​IMG]

    Then I started thinking. Could do something like that, with a different symbol for each.

    Haste Powerup Symbol:
    http://www.wpclipart.com/energy/lightning_icon.png

    Quad Damage Powerup Symbol:
    http://www.fantompowa.eu/fist_icon.jpg

    Invisibility Powerup Symbol:
    http://www1.istockphoto.com/file_thumbview_approve/3930174/2/istockphoto_3930174-eye-icon-in-9-colors.jpg

    Something along those lines is what I was thinking. Obviously the more professional and appealing to the eye it looks the better. I am in dire need of finding someone to do this. Since this has been a one man project for months, I would like to bring a modeler on to the team with me to make this all the more appealing (with some nice benefeits as well) but if thats not an option, I will also do this as just a small scale freelance job for someone. So please get in contact with me if you can help. I will wait a few days and if I can't find anyone probably just try some of the modeling forums.

    Thanks! :)
     
  2. Dox

    Dox L8: Fancy Shmancy Member

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    Hmm, haven't figured out how to make it spin yet but would this be ok?

    [​IMG]

    more detail? larger circle? Better coloring? not really too "professional" ill admit, but wanted it to fit in with the TF2 theme... maybe a point_tesla (tiny radius) parented inside of a floating transparent circle would look better, but I dont know if that would work with your mod.
     
    • Thanks Thanks x 1
    Last edited: Sep 26, 2008
  3. Altaco

    Altaco L7: Fancy Member

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    Hmm, could I see a wireframe on that? It looks rather high-poly.
     
  4. Nineaxis

    aa Nineaxis Quack Doctor

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    I'd say don't smooth the edges, have it be sharp and iconic. Make the jags more emphasised (like in that source image)
     
  5. FaTony

    FaTony Banned

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    No way. That valve sign is smooth.
     
  6. Crimson

    Crimson L3: Member

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    Hey Dox, sorry, I checked this thread a few days after I made it and didnt see anyone replying so I kind of put it aside and forgot about it. That model is pretty nice, but I already hired someone else to make them all :<

    I appreciate your help though!
     
  7. Nineaxis

    aa Nineaxis Quack Doctor

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    I don't get what you mean. That valve sign is sharp, has sharp corners... yes, it is circular, but no, it does indeed have sharp edges.
     
  8. Dox

    Dox L8: Fancy Shmancy Member

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    no problem, good luck with your mod! :)
     
  9. Altaco

    Altaco L7: Fancy Member

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    How's this?
    [​IMG]
     
  10. laghlagh

    laghlagh L6: Sharp Member

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    lol

    EDIT: yes that looks just perfect Altaco!
     
    Last edited: Oct 3, 2008
  11. Vander

    Vander L8: Fancy Shmancy Member

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    That looks great Altaco!
     
  12. ShroudedSiege

    ShroudedSiege L1: Registered

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    Making it spin is easy all you need to do is create a bone and then link each part to that bone. Then you create keyframes and animate the bone itself, then you export the bone as an animation =-)
     
  13. Altaco

    Altaco L7: Fancy Member

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    Invisin' it up.

    [​IMG]

    Thought I'd venture a little further than the original concept for the quad damage, since a fist is frankly a pain in the ass to do.

    [​IMG]

    I'll start working on the animations now.
     
    Last edited: Oct 3, 2008