Game Development Community

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.
  • 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.
1: DTS model of a building
    [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.
Note: working on low-poly models can be tough. If you prefer, we'll also take a look at higher-poly models, perhaps for use in alternative demos where we show-off smaller unit groups and tactics-oriented gameplay. So, go wild if you want, but know that we are much more likely to use submissions adhering to the above specification.

(... continued next post ...)
#81
08/07/2004 (12:05 am)
This might not be exactly within the theme, but with a little modification I think it would work for an airship. Mind you, this is what I call a 'quickie' concept...

www.freewebs.com/cldstudios/mothership1.JPG
This, on the other hand, took me 6 hours to get the detail right (gotta love pixle art), and though there's no body yet, someone could use this for other treaded vehicles...

www.freewebs.com/cldstudios/spikedtread2.JPG
I'm still working on the rest of the tank, be done soon!
#82
08/07/2004 (12:21 am)
I like those tank treads! That's a good spaceship design too.
...but what are those red balls of fire?

I think in the steam punk world, an airship or zeppelin type aircraft would fit. Maybe put some props on it.
#83
08/07/2004 (1:01 am)
Appologies for the lack of explaination on the airship, the concept partially comes from another new design I'm working on, kind of a 3D Space Invaders theme to it. The fireball is actually a Comet Torpedo being hurled from a persuing ship. Originally this is some sort of Mothership (notice the docking bays at the front of the ship) being blown apart and sent crashing into the cruise ship which happened to be witnessing this.

If you only knew the dreams I get ;)

As I mentioned, if need be, modify it to your heart's content in order to fit the theme. But hey, what about Steam Punk vs. Aliens?! That'd be an interesting RTS!

Glad you like the treads too!
#84
08/07/2004 (1:41 am)
Wowsers.

Chem, you said the rifleman is all animated? Great! Nothing special needed on export, besides valid bounding boxes.

If that's set, then it looks like we've got all we need to ship with! At least one each of ranged, melee, and building are pretty much completed and kicking major butt. :) Awesome, awesome work guys.

So, lemme say again: Craig, that building looks great and the animation rocks. The destruction animation is perfect! Chem, your rifle guy model looks great and so does the animation I've seen. I'm sure the rest will rock too, you own. Will, kickass melee unit, skins, and animation. Wow!

We can ship with these items, for sure. I'm very impressed.

---------------------------

Continuing work and other submissions:

Craig, if you and Chem's building gets textured, then sweet.

Chem, if you still want to re-skin the rifleman, cool. The skin it has now is good, but if you want to make it even better, that'd be dope. :)

Also Chem, are you still planning on finishing up your other units (the first shocklance guy, and the mech)? Those look really good too. Would love to see them finished, but it's totally understandable if it'd take too much time. If that's the case, please don't feel urged to put more time in. We have enough to ship with as-is. Of course, it'd be a great bonus to have your other units too, if you want to finish them anyway.

Tim and Robert, same with your buildings. If you want to finish them up, they'd be great bonuses. Both look very cool. But don't feel pressured either; again, we can ship with the building that's pretty much done already.

In general, I'm still looking forward to any other submissions that come in, and any additional polish on existing subs.

This stuff all looks *way* better than I could've expected. There is some major talent here.

Can't thank you all enough, this is exciting stuff.

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Other notes:

@George, you can use the image tag to post pics. Looking forward to seeing what you've got.

@Chris, thanks for the concepts. I think you are right, they probably aren't quite in the theme, but I appreciate the effort anyway. :)

@Q's about release date and pricing: we will beta next week (early), and hopefully won't hit any major snags. So, release should be fairly imminent.

On pricing, we will definitely be in the $30-$50 range, though we haven't decided 100% on which side of the range we'll be at yet. To be safe, I would say expect it on the high side. Feedback on pricing is welcome, but please note that we won't be any more specific about the final price until we release. Also, this thread is really about art assets for the demo, not pricing and release stuff. ;) Such discussions are better handled via email; I can be contacted at joshw@garagegames.com.

----------------------

Thanks again, every one! This is awesome.
#85
08/07/2004 (4:05 am)
Haven't been able to catch Tim (keep missing him by like a coupla mins on irc, d'oh!) So I just spruced up the texture myself.

www.craigfortune.com/rts/new/building_final.jpg
Now just waiting for you to gimme the final ok and I'll email through the dts and texture.
#86
08/07/2004 (6:35 am)
Josh, yea, gonna try and get the shocker and bot done by monday. Defoc8 got too busy to skin these, so I guess I'll have to finish them up myself.
#87
08/07/2004 (11:24 am)
*cries* my models are no more, last night i was victim of my brother downloading a virus and not only lost the models i was working on but at least 17 other ones i had started for my own RTS game *cries some more*
Ah well, these things happen. Nice work everyone, can't wait for this pack *gets out credit card*
#88
08/07/2004 (8:06 pm)
Josh, check your email when you get a chance please. I had some technical questions about the requirements...
#89
08/09/2004 (12:26 pm)
I'm back home from Eugene. Lookin good everybody, keep up the good work...
#90
08/09/2004 (2:14 pm)
Wow, nice stuff...

steampunk ehe... cool.

I'm too new I think to get some of those requirements done in time, but I'm gonna still try.
#91
08/09/2004 (2:28 pm)
Yo,

Thanks for the emails guys, I replied to all. Sorry about taking a couple days, I took my first real weekend off in a couple months. Didn't even open my email once, yay. :)

Robert, sorry to hear about your models. :( Stuff like that *SUCKS*

Craig, looks good, thanks for sending the files over. I replied to your email as well.

Wes, glad you made it safe. Hit me on IM or email when you want an update on where things stand.

Chem, lemme know when you have an update too.

Troy, cool, let us know how far along you get. :)

The demo is going to be sooo much better because of all you guys. Can't wait to see these sweet-looking units and buildings up and running around!
#92
08/09/2004 (9:10 pm)
Hello all. I don't have anything to contribute to this cause, but I just wanted to say that the above concept art and animated snapshots for current work look really great. This is why I love this community. There are so many talented and enthusiastic folks here!

Keep up the good work guys (and gals).

[HOW]EdM|EGTGE
#93
08/12/2004 (3:42 pm)
Craig & I just finished up a joint model we've been working on very slowly(on my part) over the last few days. (This isn't the building Craig was working on seperately, that beast)

www.subreal.net/gg/render.jpg
Think it ended up in the 200ish range for the polycount, Craig just finished animating it so he'd have the final count. :-)
#94
08/12/2004 (3:58 pm)
228 polys

And I'm too lazy to do renders of the animation :) Suffice to say its the same style as my building.

-Craig
#95
08/12/2004 (4:41 pm)
Very NICE!!!

Great work!
#96
08/12/2004 (4:54 pm)
Great job with the modeling and the textures.

Somehow strikes me as more oriental/asian (like a pagoda) than european... which is fine.

Can we see the wires? Or the textured wireframe?

ps. how's the pack coming, Josh?
#97
08/12/2004 (5:16 pm)
Sure thing Will

www.subreal.net/gg/wf.jpg
#98
08/12/2004 (7:17 pm)
Awesome :D Thanks guys.

Will, it's coming along great. :) Work has slowed down a little bit because we're all extremely busy with other projects, and Wes just barely got back home. But the first round of beta stuff should go out tomorrow or Monday.
#99
08/13/2004 (9:59 am)
Great, thanks Josh.
Can't wait to see everything put together. : )

@Timothy, thanks, I wanted to see where 228 polys were coming from. Now I see! Good job.

POST 100!!!! woooo!
#100
08/15/2004 (10:56 am)
Any updates on the pack?