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i3di

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Everything posted by i3di

  1. i3di

    Beginning

    Sorry for the lack of updates. Lots of texture modifications and structuring. We finally began on the water material with varying quality options that we can add in to unreal later. Now we are getting held up a little with the panner in Unreal. Not working as we thought it should. But, thought I'd give you a preview of our water material and some of the design in it as we are working over time to make a really great water and underwater world come to life. Good News is we are finally all set with all textures structured and in the varying formats for scalability from 2k, 1k, 512, and 256 size textures. Project was also delayed due to my terminally ill son dying. Never had a incomplete project in my life, never will. So working some in the back end but will be back to full speed in mid June or beginning of July.
  2. Hi All Since November we have been in the development phase of Heroes & Legends. The overall game will be developed in Unreal, but we have several stages of production designed to bring an income. The first stage is World Max, our procedural terrain generator. Now I have assembled thousands of textures, built various models, invested in tools like Substance, iClone and Speed Tree. I need several artists who are willing to dedicate some time to using these tools to produce art since I and David will be doing the programming and assembling the art into our plugin tool. You may view the overall project and updates here: We are currently beginning the plugin terrain programming in Unity. We will take the terrain we have created in substance and begin by creating a database of specific texture types, then generate our terrain and map the textures to the terrain. This should give us some nice video screen shots to put up on the site. However, we need a large variety of plant life, and trees that must be created to finalize our scenes. If you have experience with CG Art in general, Substance, iClone, Speed Tree, we could really use your help in this phase. As a side note, if you are familiar with C#/C++, Unity or Unreal please get in touch, need a few of you guys. Audio is taken care of on the music side of things, However, we could use sound fx creators. Thank You! Interactive 3D International
  3. Well, we have done up the first water and ice textures. At first we were thinking PBR Specular material, but, there is something additional that looks great when water has that metallic feel. If you like the water, please comment on it, if not please say why not. I am just getting a feel for what the overall impression is on our water done with a metallic specular look:
  4. Take a journey across infinite lands, explore the darkest and most comprehensive dungeons your mind can create. Customize your character from hundreds of morphs, hair styles, clothing options, and even give your character a personality. Battle fearsome adversaries in hand to hand combat, sail ships across vast oceans and brace yourself for non-stop action. Play our official campaign or create your own worlds and play with friends. Featuring a real time and optional turn based mode with table top style dynamics, role the dice and see if you will be victorious. Be the dungeon master and engage players as they journey into your world in real time, place your arsenal of enemies, monsters and deadly traps and reward them for victories. Featuring music by Ivan Torrent and an Original Score of over 100 sound tracks, precision photo realistic textures, a procedural open world and landmark generator to create your world of any size, you wont settle for any other epic role playing game again. Unlike any role playing game before, this will push the limits of imagination and the only limit is your imagination. Visit Game Textures our number one source for PBR textures!
  5. Not to long ago we announced World Max for Unity edition. I thought this would deserve some explanation on the system, what we are aiming to achieve as there have been some questions regarding the procedural and technical aspects of World Max for Unity. "World Max" is not just a procedural terrain, city and dungeon editor plugin. It is a complete fantasy world generator plugin. The goal is to allow for world and scene generation in Unity. How is this achieved? When the plugin is complete there will be a menu that you can access in Unity. On the panel you can select various options, enter in world size, max elevation and declination. The generator will produce a database with various vector, elevation and seed data. It will also produce a 2D topographic map with links that when clicked in game that are connected to the appropriate data in the database, will access that data, and procedurally generate the scene. The scenes will transition to the next scene according to the boundary location in game of the prior scene you are transitioning from. What are the features in "World Max"? First, "World Max" features all content necessary to quickly and easily produce a fantasy game of your choosing. This includes all assets, textures, models, sounds, scripts, special effects, and all content will be expanded over time. Menus are included and can be easily modified to a custom look. "World Max" is also a fully featured procedural fantasy world generator, the menu being accessed from inside Unity. Second, game mechanics, timing, are all gone. Fantasy games are wide and varied. To include the most options, "World Max" is designed with a turn based, real time mode. "World Max" is also multi-player or single player. Game mechanics, such as combat, travel, timing, are all unique to the "World Max" system. Can "World Max" be used commercially? Yes. When you purchased the full edition you will have a indie license, professional license, and enterprise license. Indie license allows for unlimited production by the individual. A professional license is good for small teams up to five people. A enterprise license is for larger companies who will be using "World Max" in a team larger than five members. The professional and enterprise license are only useable with Unity and Unreal professional edition or higher and one major difference is the multiplayer setup. Indie only allows for smaller network games, professional and enterprise allow for massive multiplayer projects. What are the technical requirements? Obviously, familiarity with Unity is a requirement. However, the in depth knowledge on programming and features of Unity is not. What do I mean? "World Max" is designed to eliminate much of the programming work. Technical issues like multiplayer are already done in scripts, attached to objects and ready for game play. The database, media assets, already done and provided for. Most of the work will be spent in designing the world and story line compared to programming and creating the world. While you will have to modify certain maps for special purposes, you will not need to create your entire game world as that is done by entering parameters and procedural generation. What platform is "World Max" for? It has varying levels of quality and size on all media and is designed to compile for PC, Console and Mobile platforms such as Android, iPad and Windows. "World Max" will not compile for smaller phones and devices.
  6. The original trees were crappy looking so =went out, examined local pines, and drove to a forested area and came up with much better, more realistic pines. All pines are 12k with 4 LOD's. The textures are 2048 x2048. I am looking to expand the variety to about 128 pine variants from lush and full to stripped, with bark mold, sap marks, and various other components. Heres the new models! Looking great! Check out the hobbyists classified as I am needing more artists in general to expand our library to about 1000 Pine, Oak, Maple, Birch, Palm, Tropical trees! Needing to do a lot of ferns, plant life, vines, flowers, etc. Need to do a massive library of all these for World Max procedural terrain generator.
  7. After some messing around with B2M, finally got the textures detailed and looking good. You can see one of our dirt textures at 1k the final materials include mobile 1k-512 and standard to high shaders' adding 2k textures: Also got our temperate pine imported for mobile, 6p x 1k with 2 LOD's: Standard Trees will be 10p up to 2k quality and High Trees will be 14p up to 2k quality! In a few days should have enough terrain textures to begin procedural world generation scripts. So stay tuned!
  8. While I haven't posted the mobile version being done in Unity in the projects yet, I am working on a Unity - World Max version of the game with a very specific setup. We are needing the following: CG Artists, 3D Modelers, Textures via Substance Unity & Unreal Programmers Special FX Creators Get the latest here: Check out our epic music audio enticer video on the right side of the page!
  9. After some discussion we are doing a World Max for Unity & Unreal. Now the implementation will not be the same for the procedural terrain generation in Unity. Instead the engine will create a world with varying scenes since Unity lacks the infinite terrain with portals. This will be a complete RPG creation kit, PBR Textures, Interfaces, Models, Scripts, Data, Music, Sound, Special FX a complete plugin with varying generation options, mobile, standard and in game options. We will be focusing on mobile, standard, and maximum media for in game quality options. The style of game play will be similar to Infinity Engine Baldur's Gate, Icewind Dale, Pillars of Eternity but with 3D Camera and Controls like Neverwinter Nights I & II. The price we are settling on will be $499.99, and about 299.99 for upgrades to other versions in the future, expansions in the same version will be free. Will not include World Max - Civilization or World Max - Dungeons the city and dungeon generator expansions. This will be made available on the Unity Asset Store. Here are some things we will be including: 8 x Beach Textures 256, 512, 1k, 2k 8 x Dirt Textures 256, 512, 1k, 2k 8 x Grass Textures 256, 512, 1k 2k 8 x Snow Textures 256, 512, 1k, 2k 8 x Rock Textures 256, 512, 1k, 2k 8 x Stone Textures 256, 512, 1k, 2k 8 x Water Textures 256, 512, 1k, 2K 8 x Animated Textures 256, 512, 1k, 2k 32 x Architectural Textures 256, 512, 1k, 2k 32 x Dungeon Textures 256, 512, 1k, 2k 3 x Fantasy GUI Interfaces 16 x General Music Scores 16 x Combat Music Scores 16 x Ambient Sound Effects 64 x Fantasy Sound Effects 32 x Special Effects 32 x Tree Varieties 32 x Plant Varieties 6 x RPG Character & 16 x Monster Models Leather, Studded, Ring, Chain, Scale Armor Sets (Helmet, Neck, Shoulders, Arms, Wrists, Hands, Upper and Lower Legs, Feet) Blunt, Bladed, Missile Weapons Varying Clothing of Multiple Fabric Types Complete Fantasy Animations 8 x Animal Models 8 x Wild Life Models 32 x Furnishing Models (Tables, Chairs) 16 x Placement Models (Chests, Crates, Barrels) All multiplayer, camera, game mechanics, interface, persistence, and data scripts included. Plugin that generates the persistent world with all scenes, mobile and standard options. Does not include World Max - Civilization Release will not occur until Speed Tree 8 for Unity is available to keep things consistent with PBR work flows.
  10. So here are some plans for Heroes & Legends: Advanced Character Creation option similar to the sims but far more advanced in clothing, skinning, faces, etc. Actual Fluid dynamics, lava, under water utilizing gpu processing with physics according to under water immersion Actual weather, temperatures, survival such as camping, clothing, shelter, hypothermia, etc Sickness. Snow accumulation and melting. Rain puddles, mud, quick sand etc. World Max and a SRTM compatible database capable of generating worlds the size of earth, larger or smaller and generating a planet earth up to 2M resolution Real combat, no more hit points but instead a system that qualifies injuries based on hit location and armor. Takes into account material of the armor. 16th, 17th, 18th Century Sailing Ships trade and combat. Actual hull material and hit dynamics system, no more hit points, 1 hit could sink your ship or 50 hits could do a lot of damage. Actual flooding and displacement physics. Latitude and Longitude coordinate system. Use of a compass may be required when navigating the world. Smaller bugs, low poly such as mosquitos, flies, knats, lady bugs, and other various critters. Aves, or birds, that fly or pirch on branches. Fish, perch, trout, piranha, bass, jelly fish, sharks, and various sea fish. Sexual interaction and nudity. Explicit, and all inclusive. Use your imagination. I am looking for other suggestions in game development to make this a RPG game for the ages. Please post comments and suggestions here in this topic and follow along as we develop more and soon will be coming in game screen shots!
  11. Looking for the following: Unreal Programmers CG Artists, Substance B2M, Designer, Painter, Gimp, Blender C++ Programmers Sound Effects Developers Note: Prior experience is preferred. Project: The game and it's progress can be found here: Heroes and Legends is an epic fantasy that will surpass Skyrim, and The Witcher by miles. PBR Textures, Substance Designed Art, Photogram textures, SRTM database and procedural world generation, fluid dynamics, underwater physics, and a load of plans for World Max out procedural terrain generator for Unreal. So need plenty of artists and people that specialize in producing architecture, sailing ships, texture art, and have vast knowledge of tools like Substance and Speed Tree. Prior posting was a video showing 6 of the 100+ sound scores we have for HaL. The latest posting today shows the trees and detailed textures we have been producing this last month. Contact me or post comments or replies and I will be in touch. Just as an easy reference here are a couple trees and their textures up close so you can see the details:
  12. i3di

    Finally - Immense Tree Detail and Models

    This is for unreal. I am using speed tree. I am keeping the textures consistent in 2048x2048x32. The reason is this is for more modern PC's and I am aiming for very real texture details. Skyrim was good but can be better. I do want to keep polygons low because of some unique features we will be adding. For instance, I am currently doing a modification of the Unreal Engine to allow for underwater experience. Basically, you place a low poly lens over the camera and map with transparent water color texture. You can morph the lens to create currents while swimming. You can also confine fluid particles to simulate junk in the water within the camera lens. This allows for a complete immersion and swimming underwater experience at low cost, with the major effects of underwater added in. Also will be adding fish, algae, and various other underwater life. There will also be very detailed characters upwards of 16k polys, and massive spell effects and detailed animated textures for lava flow. So the less I do in polys the better. Plenty of texture memory for what we are doing compared to poly processing.
  13. Well, investing in iClone has really paid off. As of March 1st, 2018 we will be posting our first character clothing and hair products in a complete set on iClones CC2 store. This will feature all the hair styles, clothing, armors, pubic and body hairs we will be using in Heroes and Legends. In our second quarter we will be posting company profits and be on our way with several modular products including a couple company proprietary products under patent and copyright of Interactive 3D International. I want to extend my thanks to David Sullivan for his programming skills and willingness to learn how to generate clothing and props for iClone and Unreal 4. Special thanks to our Music Team, Teemu Hanninen and Sterling Downer for writing our original scores. While the music is still in production this will be an immense profit boost in the Unreal Market and a awesome CD seller. Just take a look at our Faux Leather Glove for iClone CC and iClone 7!
  14. Unreal 4 is the best right now for large terrain. As part of Heroes & Legends I am developing a plugin and procedural terrain system compatible with Geographical Information Systems using a 2D Vector Database that also enables producing 2D Maps with detailed information and allowing selection and loading of a specific location. The level streaming is very good. Right now, if you want something for terrain, Unreal 4 is by far the most mature right now in the way of meeting every need of game development including large world terrains. Just follow Heroes and Legends project and when "World Max" is out on the market, pick up a copy from Unreal 4 market and use it for your world.
  15. Heroes & Legend is an epic fantasy role play game that I believe will set new standards in role playing. Featuring a rich audio score of over 50+ sound tracks. Currently the game has four on board developers, designers, programmers, and music composers. I am taking on eight more people that are dedicated. You may view six of our audio scores in our first audio enticement video here: Vimeo: YouTube: Gamedev - Project: Gamedev - Blog Company Website - Under Construction http://www.i3dix.com Summary: We are looking for artists familiar with iClone7, iClone Character Creator 2, Blender, PBR, and the 3D Exchange Pipeline. We also need some entry level to proficient Unreal 4 Developers who can help in getting World Max - I, our premier procedural world generator out on Unreal 4 market. This procedural world generator utilizes a 2D Vector Database for SRTM and Natural Earth database importing or creating large worlds smaller or larger than earth with latitude, longitude, Bathymetry and topographical overlay. I am a 25+ year software engineer in charge of the company and would be considered a 10+ year software engineer. Also, I am taking on a couple positions for Java Developers to create our companies premier Content Management System complete with a Web Hosting Module, Project Management Module, Subversion Module, interacting on a Linux System with a LAMP + T setup, subversion repository, who can also manage Network Administration. Assets are synched via one-drive, projects maintained via private GitHub repositories. Will train applicants, so don't be a cissy, try me, and let's see if you have what it takes to be a partner. All potential partners must sign a company NDA (Non-Disclosure Agreement) and Business Agreement via DocuSign. Profit share on all products is 0.025% of the 10% quarterly budgeted net for payment. If you think you have what this takes, then I look forward to hearing from you.
  16. Saturday, January 27th, 2018, I began the procedural terrain generator development in Unreal 4. With over 1000 terrain and architectural textures processed, I thought it best to begin getting something people could see. The procedural terrain plots vectors in a database that can be used to create topographic 2D maps and generate procedural terrain in the world engine for Unreal 4. The vector database can also be used in other programming languages for other programmers wanting to create procedural terrain not necessarily in Unreal 4. The vector database is compatible with G.I.S. (Geographic Information Systems) and will feature a pipeline to convert from Natural Earth SRTM database to the Vector Database compatible with game worlds that utilize 1 unit = 1 centimeter. The reason for the G.I.S. compatibility is for future projects that utilize our Earth as the playing field. The procedural terrain generator will feature an importer for G.I.S. or generate an entire planet in a compact vector database with many topographic options. Being a solo developer I am estimating 3 months of development, and probably another couple in ironing out bugs and will be looking for Unreal 4 Beta Testers to give the plugin and Blueprints a test drive.
  17. i3di

    Unreal 4 - Procedural Terrain (GIS)

    Yes, the main mission is to be like Jane's Combat Simulations was, back in the day. However, it takes time to get to that point. So we are using the creations as modular components to sell and raise more capital. So assets are being sold in mass on iClone CC2, iClone CC7 starting about the 26th of February, This is a complete package of armor, clothing for every base model. We are doing the animations next, every animation in a puppet for any fantasy RPG you could imagine. We are then decimating and converting them into one massive Fantasy Character Package for Unreal 4 market. Part of the project is our premier procedural terrain generator, which is a huge volume of work. It will come out in about 6 months, be compatible with SRTM and Natural Earth databases. The objective is to create all the components for simulations in a fantasy game then on completion use the money from sales and marketing to begin creating combat simulations. Our simulator will be very much unlike anything you have seen. We are covering all branches of the military, air force, army, navy, marines. You will join a server and take the place of one of simulated characters on the server according to your rank. We plan on doing F-16E, FA-18, Interactive Naval Vessels, Humvees, Tanks, the works over a long period of time. Our first plan is to get people hooked on early day sailing vessel as you will be able to select an era, then we will add a industrial area, and a modern day era. So you will get the full range of simulation experience.
  18. i3di

    Heroes & Legends - Epic Audio Enticer

    From the album: Heroes and Legends

    View our first Audio Enticer on YouTube. Subscribe to our channel and leave your comments, suggestions and opinions to our sound score! This is just 6 of the 50+ music scores we have planned! This include "Loves Labor Lost" for a dynamic, interactive fantasy romantic tragedy!
  19. i3di

    Heroes and Legends

    Album for Heroes and Legends
  20. i3di

    Unreal 4 - Procedural Terrain (GIS)

    Perlin noise is just one of many algorithms I will be employing. But, yes, for generation purposes, erosion, is one factor. Erosion will be done by time and generally erosion is caused by water over long periods so you will be able to select the element and direction, whether rain, rivers, oceans and the amount of time in days, weeks, months or years the erosion occurs. You will also have terrain layering, this is basically what you see in stratus where you have lines in the ground like rings in trees. Grayscale can not emulate proficiently the layering necessary to make good terrain consisting of various elements that get exposed and the distribution of special rock formations or resource information. Now, you could take grayscale and then have a vector database to assign that grayscale a specific terrain feature like marble, limestone, but you still have to plot where to assign this specific material and the coordinate extents. Terrain is not necessarily textured just by elevation so you will be able to assign specific materials to specific geographical coordinates.
  21. i3di

    Unreal 4 - Procedural Terrain (GIS)

    For smaller scale, less detailed with less options, yes, you can go with grayscale. However, the objective here is to be able to not only generate a fantasy planet, but be able to provide all the options of things like google earth, zoom in maps, topological data, plus be able to import from SRTM databases using Geographical Information Systems our of entire planet, generate maps and whole environments. So the solution is not grayscale, but what is called a 2D Vector Database. This is what is used in SRTM, Satellite and real time GPS functionality. Look up SRTM and Natural Earth. Being able to duplicate any location on the planet plus a fantasy world with all the details of google earth or many GPS systems just for your fantasy world doesn't work with grayscales. Now the benefits to a Vector Database is not only the ability to use real world maps for upcoming projects as we want to establish I3DI as a simulation company, particularly our much larger project IMCS or Interactive Military Combat Simulator which will begin once we hit a landmark budget and is due to begin in four years. You also have the ability to generate 2D in game maps on the fly with bathymetry, geographical data, elevation down to 1 meter resolutions, forestry information, and detailed city information. So, we have decided to produce a very complex procedural generator that does it all in design time and run time called "World Max". Now these databases are larger than grayscale packed maps, but not so much that it is unrealistic. The benefits are huge, and you will be able to have a detailed world the size of earth or larger in a nicely compact database and no longer need pre-drawn map images but maps in game generated on the fly by latitude and longitude grids. You also will have accurate terrain information and be able to allocate specific terrain by coordinates, including forestry regions, environmental regions etc. The main reasons it does not work is because of the difference in resolution between SRTM databases and Unreal 4 resolutions, the actual math conversions have to be done between the SRTM databases and Unreal 4 engine.
  22. Heroes and Legend has one opening for a 3D Artist Familiar with iClone 7, Character Creator 2, Blender, creating assets and animations. I have one seat available for installation to anyone that will join the project. This is your chance to create amazing content for the game and join a company and experts in creating the first installment of what will set a new standard for RPG and MMO play across the board.
  23. Game Name: Heroes and Legends Type: RPG & MMO Perspective: 1st Person, 3rd Person, Strategy Action: Real Time, Turn Based, Strategy Game Description Heroes and Legends is a game that is destined to surpass Skyrim. Using advanced procedural generation one can create modules that are the size of our planet, larger or smaller, completely open and compatible with Geographical Information Systems (GIS) technology. The game will also feature a procedural architecture generator that will procedurally generate cities, ruins, and many land marks across the world assigning initial names from a vast database of names. Game models feature advanced motion graphics rigs consisting of most the bones of the human body to simulate anything right down to breathing, the model provided below is a human male in development. Using my motion graphics and morphing plugin flesh will be far more real in combat. The game will feature many character customizations and a full featured game editor to design your own playable world solo or online via a dedicated server. Rights to Versus Music and Ivan Torrents Music have been purchased and you can listen to the many epic tracks here: https://www.youtube.com/user/VersusMusicOfficial Engine Unreal 4 What To Expect I am an experienced project manager, very good at designing, training and completing projects. You will be utilizing Git, GitHub, and project management software following the standard software development life cycle. Ideas are welcome, contributions to make this game current with modern PC technology are absolutely welcome in an open door policy. While the game design is complete it can and will be altered so that everyone gets something they feel is important in the project. Good team skills are a requirement and you must have follow thru and be able to demonstrate follow thru. Entry level is welcome as there is plenty of entry level work and I will train those wishing to come on board but with less experience. Essentially I am a software engineer and systems engineer. I don't expect people with 25 years of experience but I do expect some knowledge of game development and some familiarity with the posted needs. Positions Unreal 4 Developers (Level 1- 5): This is an entry level position as there will be training and assistance in further development. However, there is a preference for developers with 2 or more years in Unreal. C++ Developers (Level 1 - 5): This is an entry level position as there will be training and assistance in further development. However, there is a preference for developers with 2 or more years in C++ Programming. 2D Artists (Level 3-5): This position is reserved for intermediate to advanced 2D Concept Artists with knowledge of interface design who have a knowledge of GIMP and Krita. Have a portfolio. 3D Artists (Level 3-5): This position is reserved for intermediate to advanced 3D Material and Texture Artists who have a knowledge of GIMP and Krita. Have a portfolio. Music and Sound FX Composers (Level 3-5): This position is given preference from intermediate to advanced Music and Sound Composers. Server Administrators (Level 5): This position requires a full knowledge of dedicated servers as you will be working on our dedicated server with a Linux operating system and dedicated ip address. Security knowledge is essential. Website Developers Knowledgeable in Apache2, PHP7, Tomcat8, Java8, JavaEE7, HTML5, JavaScript, MySQL, REST, and SOAP. (Level 1 - 5): Knowledge of website development on a LAMP configuration with Java is required. Entry Level will be considered and there will be training but some basic demonstrable familiarity is required. Company Information Interactive 3D International was founded in June of 2016. Initially specializing in serving the Eau Claire, Menomonie area of Wisconsin doing hardware diagnostics, repair, custom desktops and servers, small business software and currently holds the patents on Labworks Software a scientific engineering platform. The ultimate goal of the company is to specialize in 3D Computer Graphics, Animations and Game Development with a final goal to bring back a company like Janes that specializes in Military Combat Simulations. I carry multiple degrees in computer science, physics, qm, and math. I have been developing in C++ for over 25 years and can program in C++ C#, Basic, Assembly, and Java. I am familiar with most computer topics and development, I also carry several certifications in hardware. I have been studying 3D Computer Graphics since 1995. I know OpenGL, DirectX, Unity and Unreal professionally. The company currently carries a agreement with Western Digital Technologies to develop special technologies to further VR and Simulation Technologies. Currently in design is hand, arm and body motion sensors that will be mapped to allow a user using VR like Oculus Rift to move fingers, perform hand grips and real time arm and body movements. Currently under investigation is a VR mobile rig allowing sensory input of body motion such as walking, running, crouching, jumping, or sitting from a single location in the convenience of a living room. Interactive 3D International is looking for career minded people across the globe to develop top notch, dynamic, realistic, console games. You may post a reply here or you can send a resume and portfolio to: careers@i3dix.com Agreement All parties will sign a NDA and be provided royalties of modular developments sold on Unreal Market and of the final game product and in game pay. Company FEIN is already established for 2 years running as Interactive 3D International. Those contributing will be made part of the corporate board, any profit shares and part of a permanent team for our second project already in the design stage. The company will be converted into a corporation with those involved sitting on the board after completion. Benefits You will receive unlimited access to geekbooks.me a complete source for current and past books on any game, it, or computer science field. You will also be given access to pluralsight.com for learning. You will be given training if your at entry level via virtual conferencing, classroom instruction and demonstration. Copyright The model provided here is Copyright @ 2018 and a Trademark of Interactive 3D International, I3DI, All Rights Reserved, and is for examination purposes only. We look forward to hearing from you.! MALE-0000-0000-0001.blend
  24. Stage 1 of the project involves acquiring assets and creating any assets needed for the game. The project began this stage on December 1st, 2017. Currently over 1000 landscape and architectural textures have been purchased for use in the game. Also, the first advanced motion physics model of the Human characters began on the 5th of December. As of this initial posting, I have done over 600 textures, diffuse, normal, occlusion, displacement, and specular maps. As of today, January 26th, 2018, I have completed the initial nude model and advanced motion rig consisting of most the human bones in the human body that can be mapped to future motion sensors in design by Western Digital Technologies. I have also acquired the rights to Ivan Torrents epic music scores for use in this game and am adding on our new Java developer to build the company website. I3DI has also acquired and configured the first dedicated server that will host our content management system for the company website.
  25. Game Title: Heroes and Legend Type: RPG + Online Description: Heroes and Legends is a role playing game similar to AD&D style play. This game features real time and turn based combat. Requirements: Blender, C++, Unreal, Git, yEd Looking For: 3D Modelers and 2D Artists Being part of this project you will get access to unlimited books, pluralsight, and be part of a permanent team. There are royalties and a contract ensuring partnership and pay.
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