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#1 godo

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Posted 14 January 2010 - 06:59 PM

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.

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#2 kafros

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Posted 15 January 2010 - 12:30 AM

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.c...topic=242029288

I'm looking forward to your commits!
Enjoy your stay! :D

Edited by kafros, 15 January 2010 - 12:32 AM.


#3 godo

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Posted 17 January 2010 - 10:25 AM

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?

#4 kafros

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Posted 17 January 2010 - 10:56 AM

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 by kafros, 17 January 2010 - 03:48 PM.


#5 godo

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Posted 17 January 2010 - 03:05 PM

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 missing
Engineering facility (I assume thats the "workshop")
Small radar
GAIA defense? don't know what that is
Storage facility
Hangar/Landing pad
Corridor

All those things say they have models, but there's no folder.

#6 kafros

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Posted 17 January 2010 - 04:10 PM

Aha, it seems they were on the old source branch.

Engineering facility (I assume thats the "workshop")

http://svn.projectxe...s/workshop.mesh

Small radar

http://svn.projectxe...nge_neudar.mesh

GAIA defense? don't know what that is

http://svn.projectxe.....nse Facility/

Storage facility

http://svn.projectxe...ralstorage.mesh

Hangar/Landing pad

http://svn.projectxe...launch_pad.mesh

Corridor

LOL, I've got no clue about that... Maybe it could be this or something...

What grabs your interest most? :)

Edited by kafros, 17 January 2010 - 04:13 PM.


#7 godo

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Posted 17 January 2010 - 05:11 PM

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 by godo, 18 January 2010 - 09:00 AM.


#8 kafros

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Posted 18 January 2010 - 01:31 AM

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 by kafros, 18 January 2010 - 01:33 AM.


#9 godo

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Posted 18 January 2010 - 09:08 AM

See my edit above ^

I can convert them all - what do you need them exported as? .obj would probably be best I think.

#10 kafros

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Posted 18 January 2010 - 09:12 AM

Wonderful then ^_^. Indeed, obj seems to be the most compatible format (I've even coded an obj importer in OpenGL, basic stuff)

Edited by kafros, 18 January 2010 - 09:13 AM.


#11 dteviot

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Posted 18 January 2010 - 12:56 PM

Hi Godo, welcome to the team.
Saving the world from the scum of the universe is hard work. Especially when you have to create the scum to begin with.

#12 Mad

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Posted 18 January 2010 - 02:08 PM

Somehow I missed this thread. Sorry for that. Welcome to the team Godo! Wonderful work!
Keep smiling while dying

Of course I have gone mad with power! It would be completely ridiculous to go mad without power!
And no, this is not a quote from the Simpson's movie, I want it on paper, that I actually wrote that quite some time before the movie came out.

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#13 Darkhomb

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Posted 20 January 2010 - 08:15 PM

Welcome, your works looks great and we could use your help.

#14 godo

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Posted 20 January 2010 - 10:18 PM

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.

#15 Darkhomb

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Posted 22 January 2010 - 04:34 PM

Very nice, you are welcome to post progress here if you would like.
http://www.xcomufo.c...h...0&start=450