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hobogoblin

OpenGL
Assets for tech demos

13 posts in this topic

Hey all, a question for you;

I'm just finished in Uni, and I really enjoyed the classes I took in OpenGL, and have some nice demos of lighting effects, dynamic cubemapping, volumetric shadows, global illumination, deferred rendering, and a few more topics, and I'm currently looking to get employed in this area, however I'm a really crap artist. I'm looking to put together a kind of demo reel where I show what I've done to send out with my CV, but the assets that I'm using in my demos at the minute look awful (most of them are implemented with one crate texture, a brick texture, a rigged human supplied to me by my university, and a checkerboard texture) and to be honest I'm not happy putting together my work like this.

I was wondering if anyone here would be able to point me in the direction of some Hi-Quality 3D meshes and textures that I can use for non-commercial purposes? I'd be happiest with some items that I can attribute the author for (Creative commons I think?) as the source code will be shared too, so the authors will receive full credit in all of the readmes and in the video.

 

I've tried turbosquid, but the stuff just looks like garbage most of the time. I like the idea of taking some assets from games I've been playing, but I'm not sure of the legality of it, or even how I would go about extracting assets from games.

 

Regarding formats, I have a custom loader for every format under the sun (except .MAX but I can re-export as FBX) so I don't care/

 

Hope you can help!

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They're awesome. I assume I'm free to use them? I can't find any licensing info on the site. I came across tf3dm.com too, but a lot of the models seem to be ripped from games, is it cool to use that stuff? and if it is, do you know how I'd go about extracting some other assets from games I own?

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The models on the site are all free for non-commercial use.

 

Yes, I know how to rip models/assets from games; I wrote the software to do it.

But it is not cool to use that in a tech demo that you plan to actually use to get you somewhere.  The purpose of a custom tech demo is to get a job, and that is not something employers want to see.

 

 

L. Spiro

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Fair enough, thought it was worth asking. I'll stick to what I get on that site so.

 

Cheers.

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That last asset is awesome, however I currently have nothing that would go well with him. I guess I could texture my water as lava, and try find a dark skybox, but I'd like a nice backdrop for him, he would make a cool scene. 

 

As an aside, is there anywhere I can download animations that I can import into max for a rigged biped character?

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tell me what you think about this, if you have the time, just the way i think about things...

 

even if your getting a job, become an artist yourself, and youll be more qualified for a more creative position!  i always believed in that, and thats what i did... i dont agree with programmers making games. (which are toys, which are functional art for kids at heart) but dont want to get any art skills,  because what are you going to do? screw up the look of the game by uncoordinated animation functions?    i guess all youd have is some boring dirt shovelling job loading assets,  theres no way they ever trust an unartistic guy to make a map editor, im positive, cause you dont know the tools an artist needs to make things look swish!

 

your scientific knowledge about colours, calculus (functions), tool internals, even the interface, will help you a great deal in even making a picture.   and you see it every day, where a company will pick from a set of concepts and base scenes around the coolest concepts what artists supply the team...  you can make your game drab and real, but it can be fun with funner colours, and thats what learning making colour pictures can help you understand how to do.

 

 

p.s. my little brother doesnt believe me, but 3dcoat supples you a load of greebles you can just plot together, for childlike mechanical modelling, like planes, desert buggies and futuro buildings, and its great for junkyards too... as long as you write a high to low converter, and thats good practice, cause they look dated now, but they are still the way to do it, normal map importing is WAY easier than a full displacement map importer, that would totally screw me around for 2 weeks making one of those, unless you go for a cheap impostering alternate method. (like plane blasting...)    if youve got a fast computer you can even make quite a *largish* environment you can just brute force if youve got an average video card. (like a 760)  always but the latest number on the left, before the right two, because its got the new model capabilities.

 

 

heres an example of one i made, it doesnt look that good up close but trust me i didnt even have to try that much.

 

328502_2380886076581_1851607871_o.jpg

Edited by rouncer
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tell me what you think about this, if you have the time, just the way i think about things...

 

even if your getting a job, become an artist yourself, and youll be more qualified for a more creative position!  i always believed in that, and thats what i did... i dont agree with programmers making games. (which are toys, which are functional art for kids at heart) but dont want to get any art skills,  because what are you going to do? screw up the look of the game by uncoordinated animation functions?    i guess all youd have is some boring dirt shovelling job loading assets,  theres no way they ever trust an unartistic guy to make a map editor, im positive, cause you dont know the tools an artist needs to make things look swish!

 

Well, currently, I think it's more important for me to demonstrate what I know. I'm not interested in spending months working on my 3D modelling skills, followed by Photoshop skills so I can spend hours creating assets for demos, etc. I'd much rather specialize in what I'm working in currently, and spend my 10,000 hours working towards stuff that I could use every day, such as ambient occlusion, environment rendering, simulating rain, lens flare effects, and I'm not even going to keep going to be honest. Sure, I need to know these things, but me being a good 3D modeller isn't going to improve how good I am at writing an efficient renderer for it, or implementing dynamic illumination effects.

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tell me what you think about this, if you have the time, just the way i think about things...
 
even if your getting a job, become an artist yourself, and youll be more qualified for a more creative position!  i always believed in that, and thats what i did... i dont agree with programmers making games. (which are toys, which are functional art for kids at heart) but dont want to get any art skills,  because what are you going to do? screw up the look of the game by uncoordinated animation functions?    i guess all youd have is some boring dirt shovelling job loading assets,  theres no way they ever trust an unartistic guy to make a map editor, im positive, cause you dont know the tools an artist needs to make things look swish!
 
your scientific knowledge about colours, calculus (functions), tool internals, even the interface, will help you a great deal in even making a picture.   and you see it every day, where a company will pick from a set of concepts and base scenes around the coolest concepts what artists supply the team...  you can make your game drab and real, but it can be fun with funner colours, and thats what learning making colour pictures can help you understand how to do.

 

Let's turn it around shall we? Let's take a prop modeler as an example here. According to your logic, this modeler should know how to program, ideally he should be able to create a renderer that shows his props in a way that compliments it in every way. Because what are you going to do? Screw up the look of the game because you don't know how to utilize the engine? There is no way they ever trust an nontechnical guy to make art for the game, because you don't know the underlying implementation of representing models with the given data.

 

It just doesn't work that way.

 

In your second paragraph you are getting on the right path. Yes, it is beneficial (sometimes required) to know the theory behind art related stuff if you want to make proper implementations and an understanding of your toolchain is essential, but that does not equal the knowledge of how to make a model. If you're a graphics programmer, you would need to understand the underlying thought of your 3D modeling program, how stuff is represented, exported and whatnot, but that doesn't mean I need to know how to make a model (other than basic test stuff), that's a different aspect.

 

As a tools programmer making a level editor, I get a list of requirement by the ones who are going to use it. You work in collaboration with the designers/artist that are going to use it. They are the ones who are going to make it look "swish" with the tools you provided that was asked for.

 

Anyway, back to the subject.

Perhaps you have some friends who are into art? At my college, we have a programming and art course and most students would just poke an artist for some assets in return for credit given on their portfolio. In the end, there was this huge collection of models going around we could use (including non student stuff though, like sponza). If not, well.. most people here already provided some nice links :) 

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but me being a good 3D modeller isn't going to improve how good I am at writing an efficient renderer for it, or implementing dynamic illumination effects.

This is wrong thinking. I'm one of the few (skilled) artists and programmers out there. It blows my mind how any graphics engineers or just game engineers have 0 art abilities. They miss the big picture.

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well, i guess being a programmer is learning an end of things, its an artform in itself.

 

but i always the little programmer kid with his little crappy dudes he made all himself. :)

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