RTS Pack: demo art submissions
by Josh Williams · in General Discussion · 07/30/2004 (3:18 pm) · 106 replies
Hey all,
We are getting closer to shipping the RTS Technology Pack for Torque, and I'm trying to find out if anybody out there is interested in doing some art work for the demo.
As you can see from the Snapshot screens, we are currently using Joe's rockin Blue Guy, and other placeholder art. We can do the demo like that, but it'd be cool to have some custom stuff too.
This would not be for-pay or anything. I'm just offering the chance to help with a fun project, and get your work in a professional game tech product. Of course, if we use any of your art, we'll give ya a free copy of the pack, and you'll be prominently credited. You will also retain dual rights to use your models and textures, of course. These details and an agreement will be finalized if your submission is chosen.
This could be a good opportunity to have fun, and build-up your name or resume. Heck, if you are already working on an RTS, feel free to submit your models and start building recognition for your upcoming game. :)
So, here are the specifics we're looking for:
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Requirements:
We need three DTS shapes, with animations and textures: 2 Unit models, and 1 building model.
1 each: Melee unit, ranged unit.
(... continued next post ...)
We are getting closer to shipping the RTS Technology Pack for Torque, and I'm trying to find out if anybody out there is interested in doing some art work for the demo.
As you can see from the Snapshot screens, we are currently using Joe's rockin Blue Guy, and other placeholder art. We can do the demo like that, but it'd be cool to have some custom stuff too.
This would not be for-pay or anything. I'm just offering the chance to help with a fun project, and get your work in a professional game tech product. Of course, if we use any of your art, we'll give ya a free copy of the pack, and you'll be prominently credited. You will also retain dual rights to use your models and textures, of course. These details and an agreement will be finalized if your submission is chosen.
This could be a good opportunity to have fun, and build-up your name or resume. Heck, if you are already working on an RTS, feel free to submit your models and start building recognition for your upcoming game. :)
So, here are the specifics we're looking for:
--------------------------------
Requirements:
We need three DTS shapes, with animations and textures: 2 Unit models, and 1 building model.
1 each: Melee unit, ranged unit.
- Needs to weigh in at about 300 polys.
- Needs only 4 animations: running, attacking, dying, idling.
- Needs only a very simple bone structure. 11 or 12 bones total: 2 for each limb, 2 or 3 for the spine, and 1 or 2 for the neck / head. These units will mostly be viewed from a distance so animation detail is not a high-priority.
- Joints do not need to be skinned.
- If units use weapons (eg sword or crossbow), they need to be built and animated into the unit models. Separate weapon models and mountpoints are not needed.
- Models should be scaled like the standard Torque models.
- Proper Bounding boxes are required. It appears that the Blender exporter does not properly support bbox exporting at this time.
- Actual collision meshes are not desired.
- The units will mostly be viewed from a "god-mode" angle in our demo. Since they are so low poly, the polys should be concentrated in the areas the model will be viewed most... the head and shoulders.
- [li]Needs to weigh in at around 300 polys
- Needs 3 animations: constructing, idling, destructing
- Only a very simple boning structure is needed.
- A proper bounding box is required.
- Actual collision mesh is not desired.
- Again, the model will mostly be viewed from a "god-mode" angle, so polys should be concentrated so that this view looks the best.
(... continued next post ...)
#2
Just to re-iterate - we need one melee unit and one ranged unit. Axes, maces, missiles, bows, or even more esoteric weaponry are all great! The scale for a unit is the same as the standard Torque guy.
If you want to give us a projectile model to go with the ranged unit, we'd appreciate that, too. Not a requirement, though.
07/30/2004 (3:54 pm)
Yes... We're very interested in seeing what you guys can come up with. There's a lot of great talent in this community. This is a good chance to get recognized. :)Just to re-iterate - we need one melee unit and one ranged unit. Axes, maces, missiles, bows, or even more esoteric weaponry are all great! The scale for a unit is the same as the standard Torque guy.
If you want to give us a projectile model to go with the ranged unit, we'd appreciate that, too. Not a requirement, though.
#3
07/30/2004 (4:07 pm)
Wow i cant wait im almost peeing myself i cant wait for the rts pack ive got what i think is a good idea for a game floating around in my head please release it as soon as its done i just got payed today :) so i can finally afford it without donating organs or selling blood although i am still open to offers
#4
Or do you mean creation and destruction of units?
07/30/2004 (7:58 pm)
May we have a clarification on the animations required for the building? One of the building being created, one of it sitting around, and -- one of it being destroyed? Or being taken down on purpose?Or do you mean creation and destruction of units?
#5
07/30/2004 (10:24 pm)
I've finished a concept of a Light Scout (1 page worth of typed descriptions and 1 of drawings). I'll work on some other stuff now. (Like the audio)
#6
Alan, fair enough. For the building animations you should go with creation, idle (sitting around), and then being destroyed. For our tech demo there shouldn't really be a need to take down buildings in a way other than destroying them.
George, sounds good. I look forward to seeing what you've done.
07/30/2004 (11:29 pm)
Brian, glad to see plenty of excitement for something I've been putting a lot of time into. We'll do our best to get it out asap.Alan, fair enough. For the building animations you should go with creation, idle (sitting around), and then being destroyed. For our tech demo there shouldn't really be a need to take down buildings in a way other than destroying them.
George, sounds good. I look forward to seeing what you've done.
#7
Just saw this :)
07/30/2004 (11:38 pm)
In the middle of building a 300 poly steam punk building actually right now (4am)...Just saw this :)
#8
07/31/2004 (7:21 am)
Started on a melee one last night. Weapon is a shocklance, I'll add some sort of electrical bolt anim to it for the attack animation, this one still needs work on the texture, and it came out higher poly than I'd wanted (492 with weapon) but see what you think of it so far
#9
War of the Worlds covers from 1898 to 2003.
Steam Trek, Her Majesty's Royal Aetherfleet (click History then Ships of the RAF).
Victorian Landships
07/31/2004 (7:56 am)
Just so I'm not a complete bother, here are some other Steampunk resources:War of the Worlds covers from 1898 to 2003.
Steam Trek, Her Majesty's Royal Aetherfleet (click History then Ships of the RAF).
Victorian Landships
#10
Dunno where to tell ou trimming of polies should go exactly, but my thoughts will follow. Basically these are mostly going to be viewed from a relatively high location with a downward angle. As such, you usually aren't going to see the lower body, or at least see it in much detail. With this being the case it might be worthwhile to change the leg covering thing. I would say that it might be worthwhile to either 1) remove the skirt type piece, or 2) have the skirt piece come all the way around and meet in the front, and then remove the legs/or a lot of the detail from the legs underneath. Either will probably help trim the poly count and also probably won't actually visually impact the model in game too much.
Anyway, theres my two cents. I'm still not real experienced as a game artist, but I know a bit theoretically at least. So mine my not be the best advice ever, but hopefully it is somewhat helpful. Anyway, enough of my blathering. Keep up the good work!
07/31/2004 (10:12 am)
Lookin pretty good Chemeleon. Would be even better if you could trim the polys a bit more (I know, it sucks but we want to be able to have lots of guys on screen, so fewer polygons = better). Definately a great start though. Dunno where to tell ou trimming of polies should go exactly, but my thoughts will follow. Basically these are mostly going to be viewed from a relatively high location with a downward angle. As such, you usually aren't going to see the lower body, or at least see it in much detail. With this being the case it might be worthwhile to change the leg covering thing. I would say that it might be worthwhile to either 1) remove the skirt type piece, or 2) have the skirt piece come all the way around and meet in the front, and then remove the legs/or a lot of the detail from the legs underneath. Either will probably help trim the poly count and also probably won't actually visually impact the model in game too much.
Anyway, theres my two cents. I'm still not real experienced as a game artist, but I know a bit theoretically at least. So mine my not be the best advice ever, but hopefully it is somewhat helpful. Anyway, enough of my blathering. Keep up the good work!
#11
Man, I love this place, so many talented people. Tim, post your stuff when you get a chance. :) Wes, you should post screenies too.
Nothing stopping us from using more than 2 units and 1 building, as long as all the models are exported correctly. Setting up new unit types is really easy with the RTS Pack. 2 units + 1 building was just the minimum we were shooting for.
Chem, I'd agree with Wes' comments. As is, those models would be awesome for a closer-perspective RTS/Strategy game (that style game is certainly possible with the RTS pack). However, the main part of our demo will operate in a standard RTS mode, where the units will be fairly small on screen, and be viewed mostly from the top.
As such, since your guys have those skirt things, you could probably get away with straight blocks for the legs. Maybe there's other places to trim too.
That said, if you strongly prefer to keep the poly-count high, feel free to do so. The models might not make it into the main demo, but they're still badass, and maybe than can be used in a later demo that shows off another style of gameplay.
Good job man, keep us posted on your progress. :)
Everybody else, keep the submissions coming too. Awesome.
07/31/2004 (10:32 am)
Hey Chemeleon, that looks great! :)Man, I love this place, so many talented people. Tim, post your stuff when you get a chance. :) Wes, you should post screenies too.
Nothing stopping us from using more than 2 units and 1 building, as long as all the models are exported correctly. Setting up new unit types is really easy with the RTS Pack. 2 units + 1 building was just the minimum we were shooting for.
Chem, I'd agree with Wes' comments. As is, those models would be awesome for a closer-perspective RTS/Strategy game (that style game is certainly possible with the RTS pack). However, the main part of our demo will operate in a standard RTS mode, where the units will be fairly small on screen, and be viewed mostly from the top.
As such, since your guys have those skirt things, you could probably get away with straight blocks for the legs. Maybe there's other places to trim too.
That said, if you strongly prefer to keep the poly-count high, feel free to do so. The models might not make it into the main demo, but they're still badass, and maybe than can be used in a later demo that shows off another style of gameplay.
Good job man, keep us posted on your progress. :)
Everybody else, keep the submissions coming too. Awesome.
#12

07/31/2004 (3:54 pm)
Two more models in a similiar style...hunchbacked robot, and a rifleman (need to do the rifle yet). robot is 352 polys, rifleman is 394.
#13
I'm not that great of a concept artist, so you'll have to bear with it. Also, the voicing was done by my son (I wanted a higher pitched voice than my own) and is not worthy of a release in a game, but should be fine for an add-on to Torque, where they can add their own audio over it.
07/31/2004 (5:29 pm)
Well, I finished with most of the voicing for the Light Scout character. Everything should be sent in within a couple days. I need to spend some more time on the drawing.I'm not that great of a concept artist, so you'll have to bear with it. Also, the voicing was done by my son (I wanted a higher pitched voice than my own) and is not worthy of a release in a game, but should be fine for an add-on to Torque, where they can add their own audio over it.
#14


Cept yours kicks the crap outta mine :P
All I had to draw with was a big fat sharpie and a red pen, sigh.
07/31/2004 (6:48 pm)
Whoa chem I made a guy really similiar to what you did with the hunchback last night. That's freaking creepy.

Cept yours kicks the crap outta mine :P
All I had to draw with was a big fat sharpie and a red pen, sigh.
#15
07/31/2004 (8:06 pm)
Wow. This is some _really_ nice work, guys. Wanna knock out a steampunk content pack after we get the demo done? :)
#16
07/31/2004 (8:18 pm)
Perhaps, but only if I can use more polys ;)
#17
07/31/2004 (9:25 pm)
Wuss. :P
#18
Since this theme seems to be pretty well received, maybe we can do a demo with a higher polycount later. Would be fun to see what crazy steam-mech-magic stuff people come up with. :)
Nice job Chem and Tim, you guys rock. Keep 'em coming everyone :)
07/31/2004 (9:34 pm)
Ya, the poly constraints are pretty painful. Since this theme seems to be pretty well received, maybe we can do a demo with a higher polycount later. Would be fun to see what crazy steam-mech-magic stuff people come up with. :)
Nice job Chem and Tim, you guys rock. Keep 'em coming everyone :)
#19
It's 342 triangles, but I could easily trim it down to 300 or less if I do some adjustments on the weapon (I just rushed through building it).
As you can see, the UV placement isn't perfect... I tried to do it as quick as I could too.
08/01/2004 (1:54 am)
Here's my submission! It was really fun to make, took about 4 hours, staying up late... whew : )It's 342 triangles, but I could easily trim it down to 300 or less if I do some adjustments on the weapon (I just rushed through building it).
As you can see, the UV placement isn't perfect... I tried to do it as quick as I could too.
#20
08/01/2004 (6:02 am)
Should the animations be built into the dts? 4 animations are small enough to keep everything in one file I think. Unless DSQ are requested.
Torque Owner Josh Williams
Default Studio Name
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Theme, textures, and concepts:
The theme for these models is totally open. We have talked about using a Steam Punk theme the most. However, we are open to other ideas. We are least enthused about the standard fantasy theme.
Regardless, the theme should recognize that units will play on fairly sparse, plain terrain.
As such, textures should look good from a distance, and mesh well with standard, green Torque terrains. There is no constraint on texture sizes, we can scale them down as needed.
As for concepts, they can be provided later. I recognize it's more difficult to model without a concept to work from. If anyone wants to submit concepts, please feel free-- remember the target poly count, things can't be too detailed. We are hoping to get these models absolutely ASAP though, so waiting around for concepts probably isn't the best way to go.
Lacking concepts, inspiration in the Steam Punk vein might be derived from www.ikwarmachine.com/.
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Submission process:
You can email me at joshw@garagegames.com to submit your work, and please post screenshots here.
Please be respectful of the fact that we're very busy, so only email me if you have an important question to ask, or have substantive work to show and are serious about completing it.
Also note that you don't need to do all of the models listed above. If you do one kickass model, that's cool. We can combine work from multiple people. Also, feel free to work together with people on a single submission. For example, if you are great at modeling, but not so much at texturing or animating, post a screen of your model and ask someone for help with animation and texturing.
We are looking to get this stuff ASAP. The quicker the better, we are looking to ship very soon.
Ok, have fun with it! Thanks for any and all submissions; it will be cool to see what people come up with.
(Note on the placement of this thread... the "Job Opportunities" section did not seem appropriate, and I wanted to supplement the "Help Wanted" ad placed)