godo Posted January 15, 2010 Report Share Posted January 15, 2010 Recruitment forum is locked... So I'll post here. Hi, I'm godo. I've been lured back into X-Com goodness after downloading it from Steam. After looking up some strategy I found your site linked on a wiki somewhere. I'd like to help you contribute to your project. I am an aspiring environment artist. You can view my portfolio at:http://gordongavin.weebly.com If you have any environments, props, vehicles, or weapons that need to be modeled, I'd like to give it a shot. It will help strengthen my skills, add to my portfolio, and grow your project.All I ask is to receive credit if a product is released and to retain rights to display my work in my portfolio. Attached you can find a sample of my work which is also visible on my portfolio.Here is a link to some hi-poly work in progress. http://gordongavin.weebly.com/uploads/1/2/2/4/1224904/4252924_orig.jpghttp://gordongavin.weebly.com/uploads/1/2/2/4/1224904/6424076_orig.jpg Link to comment Share on other sites More sharing options...
kafros Posted January 15, 2010 Report Share Posted January 15, 2010 (edited) Greetings godo! Nice fire rune and reptilian concepts First of all, all assets submitted must be licensed to project xenocide under CC by-nc-sa 2.5. As the original copyright holder (of course), you can ALWAYS do whatever you want with your art unless you provide the ownership to someone else. That, of course, is not the point of most open/free source projects! But, you'll provide us the right to use it as we see fit for our needs and share it, for non commercial reasons and with attribution to you as the original creator. If you agree with the license, you can start straight away! You can find the current Xenocide assets here.This structure is more or less summed-up in this Art progress spreadsheet.We are especially in need of textures for our existing models, or for more in-game models (for example alien models, human/alien equipment etc). Until you become a full member, you can upload your creations here: http://www.xcomufo.com/forums/index.php?showtopic=242029288 I'm looking forward to your commits!Enjoy your stay! Edited January 15, 2010 by kafros Link to comment Share on other sites More sharing options...
godo Posted January 17, 2010 Author Report Share Posted January 17, 2010 Thanks. I'll start one today. I'm looking through the base assets though and not everything that's listed as complete appears in the file folders. Can we get that updated? Link to comment Share on other sites More sharing options...
kafros Posted January 17, 2010 Report Share Posted January 17, 2010 (edited) Thanks. I'll start one today. I'm looking through the base assets though and not everything that's listed as complete appears in the file folders. Can we get that updated?Then I would presume that those assets were never uploaded, and thus lost. Which ones have you found missing? Edited January 17, 2010 by kafros Link to comment Share on other sites More sharing options...
godo Posted January 17, 2010 Author Report Share Posted January 17, 2010 Well..Let's go down the list:- Alien containment Model/Texture- Barracks Model/Texture- Access lift - Has a finished render, but no model or textures in folders- Fusion Defense - Model - not listed in Excel file?- Grav shield - Model- Laser defense - Model- Large radar - model- Mental shield - model- Missile defense - model- Plasma defense - model- Research lab - model/texture- Tachyon detector - model So comparing that to the xls file - Here is what is missingEngineering facility (I assume thats the "workshop")Small radarGAIA defense? don't know what that isStorage facilityHangar/Landing padCorridor All those things say they have models, but there's no folder. Link to comment Share on other sites More sharing options...
kafros Posted January 17, 2010 Report Share Posted January 17, 2010 (edited) Aha, it seems they were on the old source branch. Engineering facility (I assume thats the "workshop")http://svn.projectxenocide.com/xenocide/tr...s/workshop.mesh Small radarhttp://svn.projectxenocide.com/xenocide/tr...nge_neudar.mesh GAIA defense? don't know what that ishttp://svn.projectxenocide.com/assets/Artw...nse%20Facility/ Storage facilityhttp://svn.projectxenocide.com/xenocide/tr...ralstorage.mesh Hangar/Landing padhttp://svn.projectxenocide.com/xenocide/tr...launch_pad.mesh Corridor, I've got no clue about that... Maybe it could be this or something... What grabs your interest most? Edited January 17, 2010 by kafros Link to comment Share on other sites More sharing options...
godo Posted January 17, 2010 Author Report Share Posted January 17, 2010 (edited) Whew.Well I've already started unwrapping the missile array.Do you have Max versions of those files? Max can't import .mesh edit: I see a bunch of them in the "For Conversion" folder. They are maya files. Do you need them converted? I have maya. Edited January 18, 2010 by godo Link to comment Share on other sites More sharing options...
kafros Posted January 18, 2010 Report Share Posted January 18, 2010 (edited) It seems that .mesh files are used by the ogre engine. I've found some 3DS Max exporters for ogre, but I'm not sure about importers More info: OGRE exporters If you want, you can try oFusion, which is a free addon/plugin for 3DS Max providing features for ogre development. In addition, I just found the originals for all except from GAIA defence, but they are in maya ".mel" format. Can you import/convert that? Personally, I think it's too much of a hassle, unless it'll take less time to make new ones from scratch Edited January 18, 2010 by kafros Link to comment Share on other sites More sharing options...
godo Posted January 18, 2010 Author Report Share Posted January 18, 2010 See my edit above ^ I can convert them all - what do you need them exported as? .obj would probably be best I think. Link to comment Share on other sites More sharing options...
kafros Posted January 18, 2010 Report Share Posted January 18, 2010 (edited) Wonderful then . Indeed, obj seems to be the most compatible format (I've even coded an obj importer in OpenGL, basic stuff) Edited January 18, 2010 by kafros Link to comment Share on other sites More sharing options...
[dteviot] Posted January 18, 2010 Report Share Posted January 18, 2010 Hi Godo, welcome to the team. Link to comment Share on other sites More sharing options...
[Mad] Posted January 18, 2010 Report Share Posted January 18, 2010 Somehow I missed this thread. Sorry for that. Welcome to the team Godo! Wonderful work! Link to comment Share on other sites More sharing options...
Darkhomb Posted January 21, 2010 Report Share Posted January 21, 2010 Welcome, your works looks great and we could use your help. Link to comment Share on other sites More sharing options...
godo Posted January 21, 2010 Author Report Share Posted January 21, 2010 Missile room is unwrapped and in texturing right now. Thanks for the welcome. I just wanted to support the Xcom goodness. I hope to model some things too, but you're right - there is a lot of texturing to get out of the way with existing models.I think there will be a lot of renewed interest in this project when Irrational Games makes their announcement later this year. Link to comment Share on other sites More sharing options...
Darkhomb Posted January 22, 2010 Report Share Posted January 22, 2010 Very nice, you are welcome to post progress here if you would like.http://www.xcomufo.com/forums/index.php?sh...0&start=450 Link to comment Share on other sites More sharing options...
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