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 ...)
#42
08/03/2004 (10:06 pm)
Hey, are you interested in low poly scenery (like cacti) that can be done within 90-100, etc?
#43
08/03/2004 (10:53 pm)
Might be a few days before I can work on this again, picked up a contract two days ago to do an annual report (graphic design). Gotta eat & pay bills so it's gotta get done first. :)
#44
So, it seems we have 2-3 melee units, 2-3 ranged units, and 2 buildings to work with, if all these get finished up. Ask of thine community and ye shall receive... two-fold. Incredible.
@Tim, guh... wtf "eat", "bills"... whatever dude.
;) Cool, whenever you get a chance. Looking forward to seeing more on this and your content packs, but yeah.. gotta make the money. Thanks for letting me know in email, and letting us all know here.
@George, that kind of mission object flare is usually important for an actual RTS game, but I don't think we'll use them in our simple demo. Thanks though. :)
Anyone else who still wants to submit stuff, please do!
08/03/2004 (11:16 pm)
Craig! Glad to see you in here :D I dig that animation. If you want to up the poly-count, that's cool; if not, that's cool too. Either way, that building will be nice-- thanks!So, it seems we have 2-3 melee units, 2-3 ranged units, and 2 buildings to work with, if all these get finished up. Ask of thine community and ye shall receive... two-fold. Incredible.
@Tim, guh... wtf "eat", "bills"... whatever dude.
;) Cool, whenever you get a chance. Looking forward to seeing more on this and your content packs, but yeah.. gotta make the money. Thanks for letting me know in email, and letting us all know here.
@George, that kind of mission object flare is usually important for an actual RTS game, but I don't think we'll use them in our simple demo. Thanks though. :)
Anyone else who still wants to submit stuff, please do!
#45
Construction Animation thingy
Idle Animation
08/04/2004 (7:36 am)
Heyo all, had another go at a low poly factory, this one weighs in at 256 polys, working on a lovely rusty texture map for it.Construction Animation thingy
Idle Animation
#46
08/04/2004 (8:00 am)
@ Josh: Shall I do the model with more polys + texture etc then? Also, I was thinking of having the destruction as just the reverse of the construction. That ok?
#47
08/04/2004 (8:43 am)
I'm not real happy with the way the skin looks, so once I see defoc8 again, I'll see if I can convince him to skin this too. In the meantime, I'll see about getting it animated and exported.
#48
Looking good :) Both of those animations look great, and the model is cool. On the model, do you think it would look even better if the wheel in back where a giant metal wheel with spokes? So maybe like a six spoke wheel, churning slowly. I think that would be cool, but let me know what you think.
Craig,
Heck yeah you should. :) I would say, make it a bit more detailed, and get a texture going. The building looks cool. Re: the destruct animation, just reversing the construction could work.
It'd be pretty cool though to see a custom anim, if there's time. Building destruction anims will probably play out slowly over time. So, it's probably best to base them on the idle animation. For example, maybe the first stage of the destruct animation is that one of the pipes stops working, or works more slowly. Then the second pipe stops. Then the construct anim could be reversed as the building fades away for final destruction. That would be pretty sweet. But yeah, already plenty of work put into it, so if you don't feel like it, no biggie. :)
Chem,
That model is great. On the skin, yeah I don't know if it would play well in the setting, but I like the basic idea of it a lot. If you can't get a hold of defoc, you might ask Tim Aste if he could help too. But in general the unit looks awesome. Thanks a ton. Looking forward to seeing the other guy you did skinned too.
All,
Thanks heaps to all you guys. I also got a couple unit submissions via email from Jon Britton. He has a badass looking Steampunk tank going.
Looks like we have plenty of units and buildings to work with now. Awesome :)
So, I would say, let's get into finish mode. More textures and anims, and we'll be ready to rock.
If we want, we could end up with 2-3 units of each type and maybe 3 buildings if all the above get finished up. If we do have that many units, maybe we'll have to tweak the usage for some of them. Like, Chem's initial ranged guy from the top of the thread could be a caster or something.
All that would be cool, but I don't want to grow the scope of the demo. We need to focus on shipping.
Still, after ship, we could expand it. Or maybe this will be the start of an actual game project. ;) All of us in this thread are no doubt very busy, but there's always the chance a team could be formed and make something real. I just get excited looking at all this, so can't stop the mind from wandering. Something to think about. :)
08/04/2004 (10:39 am)
Robert,Looking good :) Both of those animations look great, and the model is cool. On the model, do you think it would look even better if the wheel in back where a giant metal wheel with spokes? So maybe like a six spoke wheel, churning slowly. I think that would be cool, but let me know what you think.
Craig,
Heck yeah you should. :) I would say, make it a bit more detailed, and get a texture going. The building looks cool. Re: the destruct animation, just reversing the construction could work.
It'd be pretty cool though to see a custom anim, if there's time. Building destruction anims will probably play out slowly over time. So, it's probably best to base them on the idle animation. For example, maybe the first stage of the destruct animation is that one of the pipes stops working, or works more slowly. Then the second pipe stops. Then the construct anim could be reversed as the building fades away for final destruction. That would be pretty sweet. But yeah, already plenty of work put into it, so if you don't feel like it, no biggie. :)
Chem,
That model is great. On the skin, yeah I don't know if it would play well in the setting, but I like the basic idea of it a lot. If you can't get a hold of defoc, you might ask Tim Aste if he could help too. But in general the unit looks awesome. Thanks a ton. Looking forward to seeing the other guy you did skinned too.
All,
Thanks heaps to all you guys. I also got a couple unit submissions via email from Jon Britton. He has a badass looking Steampunk tank going.
Looks like we have plenty of units and buildings to work with now. Awesome :)
So, I would say, let's get into finish mode. More textures and anims, and we'll be ready to rock.
If we want, we could end up with 2-3 units of each type and maybe 3 buildings if all the above get finished up. If we do have that many units, maybe we'll have to tweak the usage for some of them. Like, Chem's initial ranged guy from the top of the thread could be a caster or something.
All that would be cool, but I don't want to grow the scope of the demo. We need to focus on shipping.
Still, after ship, we could expand it. Or maybe this will be the start of an actual game project. ;) All of us in this thread are no doubt very busy, but there's always the chance a team could be formed and make something real. I just get excited looking at all this, so can't stop the mind from wandering. Something to think about. :)
#49
I also have 2 more one with a hammer and another with a saw (big blade) They aren't 100% painted but they can be by morning.
Matt
08/04/2004 (2:20 pm)
Well if your in to somthing different I would be willing to up THE ANT to the project. I got to animate and export him but that only a few minutes away.I also have 2 more one with a hammer and another with a saw (big blade) They aren't 100% painted but they can be by morning.
Matt
#50
08/04/2004 (2:57 pm)
Redid the model today, also done the UV as you can see. Currently I just put a quick textur eon to test it. Timothy aste is gonna do the texture for it and I'll be doing the uv mapping on his building for him. Dontcha love collaboration ;)
#51
Matt, thanks for the submission. :) Seems like the Steampunk theme has caught on the most though, so we'll go with that. Thanks a lot though, The Ant looks cool.
08/04/2004 (3:12 pm)
Rock on! Glad you and Tim are working together, that's a fearsome combination. :)Matt, thanks for the submission. :) Seems like the Steampunk theme has caught on the most though, so we'll go with that. Thanks a lot though, The Ant looks cool.
#52
Matt
Oh ya the ant in the pic is 220 polies
the other 2 are slightly higher but well brlow your cap..
08/04/2004 (3:27 pm)
@ Josh -- You want it? :) I'm happy as pie now. I'll get the other ones done as well.Matt
Oh ya the ant in the pic is 220 polies
the other 2 are slightly higher but well brlow your cap..
#53
So, it doesn't look like The Ant quite fits with that, but maybe it could be tweaked? Dunno. Regardless, it's a cool model :)
08/04/2004 (3:53 pm)
Oh Matt, I was saying it's cool, but not sure if it fits the Steampunk theme. Sorry for being unclear. I think we want to go with the Steampunk look, since it's caught on so well with everyone. So, it doesn't look like The Ant quite fits with that, but maybe it could be tweaked? Dunno. Regardless, it's a cool model :)
#54
08/04/2004 (11:47 pm)
That building's looking good... nice and rusty.
#55

Just gotta catch tim online to get him to do the texture for it, still using my temp texture.
08/05/2004 (5:47 am)
Got the animation started, I'll hopefully have it fully animated by the end of the day.
Just gotta catch tim online to get him to do the texture for it, still using my temp texture.
#56
can you export a model using milkshape for the buildings as well as the characters?
08/05/2004 (6:57 am)
Have a silly question!can you export a model using milkshape for the buildings as well as the characters?
#57
08/05/2004 (7:03 am)
Yes, they will be dts files though
#58
08/05/2004 (8:00 am)
OK Im working on making the wheel and the buildings UVs, and also working on a tank-type thing. This reminds me of the late hours spent making models for TA lol, cant wait to see what all this is gonna look like.
#59
hosted.tribalwar.com/legends/chem/rifleman_run.avi
08/05/2004 (9:07 am)
Run anim mostly done nowhosted.tribalwar.com/legends/chem/rifleman_run.avi
#60
Can anim8tor (Which can export to .3ds) be used to create models in Torque?
08/05/2004 (9:43 am)
I posted a little further up about this, but it hasn't been answered....Can anim8tor (Which can export to .3ds) be used to create models in Torque?
Associate Craig Fortune
Construction Animation. Picture it kinda rising out of the ground.
Idle Animation.