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Illusion Of Destiny- Needs more help-Image warning!

Started by Jarrod1937 Jan 13, 2007 at 10:08 PM 12 replies 3.4k views
Original Post
Jarrod1937
Jarrod1937
Team name: Logic Illusion Project name: Illusion of Destiny Brief description: Illusion of Destiny is an online multiplayer, 3rd person, action game with rpg like elements. Players will design a “Character”, much like an Role Playing Game, and battle with other team members to defeat an opposing team by achieving in game goals. Target aim: Freeware currently is planned. Being developed for the Win32 and Macos platforms. Compensation: Satisfaction of making a game, large amounts of experience doing your chosen craft and working within a team. Technology: The C4 engine, 3ds max 7, photoshop cs2 (thanks for donating Huidafa!), and other tech. Talent needed: Environment Artist- To speed up production time i am requesting the help of another environmental artist to work aside me. This artist will work on the level ahead of me. so while i do level-3, the other artist will be working on level-4, so we can double the level production output. Most importantly, the artist applyign must b e able to make art shown as good or better than whats shown below. this is mainly to keep consistency in level art so that to the player all art flows together well. Artist needs to have the ability to make and use normal mapping at the very least, however technologies such as specular mapping, parallax, ambient occlusion...etc will also be at the artist's disposal. This artist will be supplied concepts and top-down level layouts for each level to be made. You must be using a modeling app that can export static mesh's out to the collada format. i believe blender, 3ds max, and maya do have this ability, others might as well. either this or perhaps something can be worked out to allow me to import the mesh and thne export it out to collada myself. Team structure: Lead Programmer Marko Ludolph Designer Paul Wilson Lead Artist Jarrod M. Christman Concept Artist Samuli Lautjarvi Character Artist Tim Wiese Composer Sean R. Beeson Sound FX artist Daniy Oberle Website: logic-illusion.com is our main project site. Visit also Seanbeeson.com for some of our composers work. Contacts: pm me here at gamedev.net, e-mail me at metalgearsolido8@hotmail.com, aim im me if i am on at metalgearsolido8... pick whichever one is best for you. Additional Info: You can download a hi-def video of one of the completed levels here (mac users, its .wmv). the character in that video will not be in the finl game, that is a temp model. also, some WIP images of the fortress/catacomb level, Feedback: say anything, flames, good things, bad things, whatever [Edited by - Jarrod1937 on January 18, 2007 10:35:22 PM]
-------------------------Only a fool claims himself an expert
Nokill
Nokill
goodluck :-)
Schrompf
Schrompf
Impressive graphics. I want one of those artists :-)
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Gonna try that "Indie" stuff I keep hearing about. Let's start with Splatter.
Hilm
Hilm
Impressive artwork =) The best of luck with your project!

You have perhaps overused the nividia plugin though lol :-
Jarrod1937
Jarrod1937
Quote:
Original post by Hilm
Impressive artwork =) The best of luck with your project!

You have perhaps overused the nividia plugin though lol :-

thanks for the comments everyone.
and when you normal map something you must normal map everything! ;-) lol, actully you almost really do, other models just won't look right being beside a normal mapped object when it isn't normal mapped.
and i didn't use the nvidia plugin for any of these normal maps, the rocks and walls are using norml mapping generated from a high poly mesh i put togther, and the rest are using a specialized normal map creation program.

p.s. ignore the lighting error is the upper left... strangely enough it only shows in in 3ds max but not in my game engine.
-------------------------Only a fool claims himself an expert
Jarrod1937
Jarrod1937
update: changed first catacomb image with a new one. the new one gives a preview of the final lighting.

edit: lol, i've been contacted saying that my catacomb level is trickery and would never run in realtime. while i don't think i did that good of a job masking the low-polyness of the models here is a wire render. it does run in realtime quite fast. although i think i am going to drastically reduce the tri count on the face on the pillars. the original plan was to have slightly modeled geometry then combined with a normal map would produce good results evne at steep angles for the face... however i don't feel the visual impact is noticeable enough to warrant its current tri usage.
we have had a few applicants, but none were qualified enough. come on! if you have the skills apply now!

[Edited by - Jarrod1937 on January 14, 2007 2:18:06 PM]
-------------------------Only a fool claims himself an expert
Kittens
Kittens
Good luck with your project. So many opportunities for artists and programmers here that I cannot take advantage of, lol.
I Write Stuff!
Jarrod1937
Jarrod1937
we have reached a point where i could really use another environment artist. anyone else here available?
-------------------------Only a fool claims himself an expert
Jarrod1937
Jarrod1937
will some concept art persuade anyone? not the most detailed but we choose quantity over detailed concepts since the artist can fill-in the detail detail himself.



ingame screenshot of the catacomb area:

-------------------------Only a fool claims himself an expert
FlameGuard
FlameGuard
Impressive graphics and work! Keep it up! Ill be watching this project:)
nsmadsen
nsmadsen
The artwork and screens are MOST impressive!!! Tell your team congrats and keep up the excellent work.
Nathan Madsen
Nate (AT) MadsenStudios (DOT) Com
Composer-Sound Designer
Madsen Studios

Austin, TX
Jarrod1937
Jarrod1937
thanks for the comments, and you may not believe it but i have been spending the last few days redoing the fortress and will soon be redoing the catacombs areas to look even better. hopfully i succeed in that respect.

Update to op:
please welcome: Daniy Oberle -Sound FX artist to our team!
-------------------------Only a fool claims himself an expert
WorldPlanter
WorldPlanter
Hey Jarrod,

I just wanted to let you know that I responded to your PM in case you don't notice it.

Hope to talk again soon.
Jarrod1937
Jarrod1937
This has been a very productive help wanted post. our team has two new members:
Daniy Oberle-Sound FX artist
World planter- an excellent environment artist
both should be a very welcome and productive addition to the team.
and to end this topic, an updted screenshot of the catacomb level ingame:
-------------------------Only a fool claims himself an expert

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