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:
--------------------------------
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 ...)
#22
08/01/2004 (8:52 am)
That's pretty sweet Will :)
#24
Nice work everyone, this is going to be cool.
08/01/2004 (10:15 am)
Heyo heres my *laughs at short attention span* 5 min factory model, I'll try and sit down to make something alot better which a much better texture map but on the plus side its only 168 polys :pNice work everyone, this is going to be cool.
#25
Anthony: Could go either way on the DSQ's. Yes it probably would be fine to have them in the DTS, but as this is meant to be a pack that people can pick up and learn a lot from I think it would be better if they were dsq's. That just seems to me to make things more accessible.
Jon: We could do LOD, but we were looking for fast and simple. For the most part LOD will not be neccesary as the camera will usually be far enough away that it won't show the detail. Plus, it would kill the frame rate to have everything pop to a 1000 polys while 100 guys are on screen (as even at the most zoomed in you can still pretty easily fit 100 guys).
08/01/2004 (10:29 am)
Will: Lookin good, a little more polish and it'll be great.Anthony: Could go either way on the DSQ's. Yes it probably would be fine to have them in the DTS, but as this is meant to be a pack that people can pick up and learn a lot from I think it would be better if they were dsq's. That just seems to me to make things more accessible.
Jon: We could do LOD, but we were looking for fast and simple. For the most part LOD will not be neccesary as the camera will usually be far enough away that it won't show the detail. Plus, it would kill the frame rate to have everything pop to a 1000 polys while 100 guys are on screen (as even at the most zoomed in you can still pretty easily fit 100 guys).
#26
08/01/2004 (10:33 am)
This might turn out to be awesome!
#27
Once you guys finish up the model polish, I'd love to start seeing some more textures, and some anims :) Will, I like that weapon you made, I can imagine some cool looking animations with it. (Hehe... I know it's only been a short time, I'm amazed at how far things are already).
Awesome work guys, this is going to own.
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Jon, re: LODs, we thought about that too, but for the purposes of the demo we'll be producing, there's no need for higher-poly models. You never get down too awfully close to them. As such, the decision boils down to the fact that LOD'd models just aren't as efficient-- if we don't need the extra detail, no reason to take a perfomance penalty it implies.
Of course, the pack let's you use any perspective and distance you want. A team using the pack to create a game which calls for closer views of units would be smart to create higher-poly models and use LODs for distanced viewing, as you suggest.
08/01/2004 (10:48 am)
Nice, Will! :D That rocks! Everybody's stuff is looking great so far. Seems like we have about 5 kickass units to use already. :)Once you guys finish up the model polish, I'd love to start seeing some more textures, and some anims :) Will, I like that weapon you made, I can imagine some cool looking animations with it. (Hehe... I know it's only been a short time, I'm amazed at how far things are already).
Awesome work guys, this is going to own.
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Jon, re: LODs, we thought about that too, but for the purposes of the demo we'll be producing, there's no need for higher-poly models. You never get down too awfully close to them. As such, the decision boils down to the fact that LOD'd models just aren't as efficient-- if we don't need the extra detail, no reason to take a perfomance penalty it implies.
Of course, the pack let's you use any perspective and distance you want. A team using the pack to create a game which calls for closer views of units would be smart to create higher-poly models and use LODs for distanced viewing, as you suggest.
#28
Liked the "Steam Punk" concept, first time I've seen it. Waaaaay cool. I'd be interested in working on a content package for it later on, minimal time now, just took contract overseas and prepping for movement. Have 2 quick low poly models I'm throwing together, a "Steam Tank" and a "Steam Cannon". Quick questions;
(1) Can you use 2-sided polys with Torque (to save polys)?
(2) Can you make articulated vehicles? Got a great concept for a towed Steam Cannon with a steam prime mover/power source. To look/work right it'd just about have to flex at the hitch point.
08/01/2004 (11:37 am)
Kewl! That works...I'm new to Torque, still figuring out the ropes. Just took a contract overseas, so I'm in the throes of movement and haven't had much time to mess with it.Liked the "Steam Punk" concept, first time I've seen it. Waaaaay cool. I'd be interested in working on a content package for it later on, minimal time now, just took contract overseas and prepping for movement. Have 2 quick low poly models I'm throwing together, a "Steam Tank" and a "Steam Cannon". Quick questions;
(1) Can you use 2-sided polys with Torque (to save polys)?
(2) Can you make articulated vehicles? Got a great concept for a towed Steam Cannon with a steam prime mover/power source. To look/work right it'd just about have to flex at the hitch point.
#29
2) Yes. Although this would just be an animated articulation, the engine doesn't currently support an IK solution for that sort of thing.
08/01/2004 (11:52 am)
1) Yes.2) Yes. Although this would just be an animated articulation, the engine doesn't currently support an IK solution for that sort of thing.
#30
Should I get a 3d modeler to do it, or just send it to GG?
08/01/2004 (12:52 pm)
Where should I send my 2D concepts and sound fx/voicing?Should I get a 3d modeler to do it, or just send it to GG?
#31
08/01/2004 (1:12 pm)
Posting it (or a link to it) in the thread would be a good path. Or you can mail it to me or Josh. My e-mail address is beng@garagegames.com.
#32
08/02/2004 (4:01 pm)
Anyone got a plain old .3ds/.obj ect. version of the "Blue Guy" handy they could post? Could really use one for scaling and don't have Max loaded on my laptop.
#33
Okay, so I pulled another all-nighter... and managed to finish creating the texture map details, UV mapping, and I also re-made the sledge-clever(?) weapon and brought the poly count down to 314... which is about as far as I can go without sacrificing too much shape detail or using double-sided polys.

Hopefully I can have it rigged and animated some time this week.
08/03/2004 (2:59 am)
@Timothy,monki,Josh: Thanks for the positive feedback!Okay, so I pulled another all-nighter... and managed to finish creating the texture map details, UV mapping, and I also re-made the sledge-clever(?) weapon and brought the poly count down to 314... which is about as far as I can go without sacrificing too much shape detail or using double-sided polys.

Hopefully I can have it rigged and animated some time this week.
#34
08/03/2004 (9:36 am)
Will: Looks awesome. My main complaint before would have definately been the stretched uv's around the sides of the body and arms. Since thats fixed up, well I don't have any complaints. Rig him up and he looks like he'll be ready to roll.
#35
@Will - looks really slick! Nice job.
08/03/2004 (9:58 am)
@Jon - the torque guy is about 2.2 meters tall.@Will - looks really slick! Nice job.
#36
Chem and Tim, let us know how you guys are doing. :)
08/03/2004 (10:45 am)
Badass. That looks freakin sweet. Will, what do you think of a little more color on him? Not sure if it would be better, but might be interesting to see.Chem and Tim, let us know how you guys are doing. :)
#37
08/03/2004 (12:33 pm)
Sorry bout the lack of updates...both the other two are unwrapped, working on a skin for the rifleman though I'm not too happy with it yet, and defoc8 said he'd skin the shocker (hes tons better than I am ;) )
#39
08/03/2004 (1:44 pm)
Nice job Will, looks like a speedball 2 player. I like the style.
#40
Is Torque compatable with this, or am I just wasting my time. (It exports to .3ds)
@Craig
That looks great. Very simple, but awesome!
08/03/2004 (3:21 pm)
I want to try to make some characters via a 3d modeler as practice, but I'm not sure if anim8tor will do it...Is Torque compatable with this, or am I just wasting my time. (It exports to .3ds)
@Craig
That looks great. Very simple, but awesome!
Torque Owner Jon Britton