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Author Topic: Call for 3d artists  (Read 9969 times)

Mithaldu

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Call for 3d artists
« on: September 28, 2008, 09:48:46 pm »

Just testing the waters right now, but are there any people who feel they would be able to create small (max 1000 polys) models of the different races in DF, or know people who would be able and interested to do that?

Any modelling program can be used, although i'd prefer if the models would be done in Wings 3D, as long as they can somehow be converted to Wavefront .obj format.


ASSET LIST:

Buildings:
Spoiler (click to show/hide)

Items:
Spoiler (click to show/hide)

Creatures:
http://www.dwarffortresswiki.net/index.php/Creatures
« Last Edit: November 29, 2008, 03:20:38 am by Mithaldu »
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Yanlin

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Re: Call for 3d artists
« Reply #1 on: September 29, 2008, 02:19:57 am »

HEATHEN! HERETIC! BURN BLASPHEMER! THIS IS BLASPHEMY! THIS IS MADNESS!

Dwarf Fortress will NEVER sway away from ASCII!





Serious:

I'd much rather if you first create 3D models of the default ASCII signs. I'd love little beards floating around. That'd help us ease in.
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WE NEED A SLOGAN!

Vicomt

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Re: Call for 3d artists
« Reply #2 on: September 29, 2008, 05:43:29 am »

HEATHEN! HERETIC! BURN BLASPHEMER! THIS IS BLASPHEMY! THIS IS MADNESS!
I'd much rather if you first create 3D models of the default ASCII signs. I'd love little beards floating around. That'd help us ease in.

This.

daemoria

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Re: Call for 3d artists
« Reply #3 on: September 29, 2008, 07:02:50 am »

Spoils for bright colors on dark forums.
Spoiler (click to show/hide)

I think I can do some low poly models for you, it'll be good practice.
I don't think I'll do the ASCII art characters tho, that's simple as importing the sprite as a spline or something similar and extruding it.


*prepares to be carted off to the stake by ASCII zealots*
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Neonivek

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Re: Call for 3d artists
« Reply #4 on: September 29, 2008, 07:06:25 am »

Is this for the 3d previewer? It seems to be getting much cooler as time goes on!
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Emperor Bob

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Re: Call for 3d artists
« Reply #5 on: September 29, 2008, 07:40:57 am »

Can it be sent to you directly as a wavefront .obj?
Blender can export both to wings 3-D and wavefront.
Not that I'm all that good at modeling living things.
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That's probably where the Noble system came from in the first place - a cold hard calculation to save Dwarven civilization from thermonuclear politician brawls.

Tormy

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Re: Call for 3d artists
« Reply #6 on: September 29, 2008, 09:12:46 am »

If someone has a tool like 3ds Max, there shouldnt be a problem to create 3d creatures. It is really not that hard to create some basic "average quality" models. I dont have the software, but I had a chance to try it, since one of my friends is working with that software.
Oh btw I think that Deon might be interested in this, since he is creating 3d models for Mount and Blade.  ;)
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Novocain

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Re: Call for 3d artists
« Reply #7 on: September 29, 2008, 10:38:44 am »

I can do 3D modelling. I've never done ultra-high poly work, but a max of ~1000 triangles sounds right about where I'd want to be. However, I haven't really done anything in a while, so I'd probably be rusty if you had some requests.

If you want 3D ASCII stuff done, I'll grab a milkshape trial and get to work. Milkshape is <3 for ultra-low-poly work. :)
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Mithaldu

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Re: Call for 3d artists
« Reply #8 on: September 30, 2008, 07:35:53 am »

Is this for the 3d previewer? It seems to be getting much cooler as time goes on!
Yes, this is for Lifevis, the 3d real-time remote control interface for Dwarf Fortress.

Quote from: People
ASCII!
I was thinking about that, but honestly, even THAT requires quite a bit of artistry. Think about it. Make a simple ascii char stretched out over one axis? It'll only look good from ONE side. So you have to do something to make it readable from multiple sides, which is non-trivial.

Spoils for bright colors on dark forums.
Spoiler (click to show/hide)

I think I can do some low poly models for you, it'll be good practice.
That'd be pretty awesome. Also, yea, good practice it is. You'll be surprised how *QUICKLY* you get over a thousand polys, especially keeping in mind that everything needs to be triangulated.

Can it be sent to you directly as a wavefront .obj?
Blender can export both to wings 3-D and wavefront.
Either is fine, although i suspect Wings 3D format might be better due to packaging the texture directly. The thing here is this:
I personally use Wings 3D as the core modeller for this, as it's free and open-source, that means anyone can modify stuff without buying 3DS MAX. Then i export models in Wings 3D into Wavefront .obj, which one of my Perl scrips can read and transform into the data lifevis needs internally.

If someone has a tool like 3ds Max, there shouldnt be a problem to create 3d creatures. It is really not that hard to create some basic "average quality" models. I dont have the software, but I had a chance to try it, since one of my friends is working with that software.
Keep in mind we need low-poly stuff here. I don't know the limits of lifevis yet, but roughly a million polys per second seems to be the cut-off at which it stops running nicely on my 2.4GHz/NV140M Thinkpad.

Oh btw I think that Deon might be interested in this, since he is creating 3d models for Mount and Blade.  ;)
Could you give him a poke? I don't know him. :)

I can do 3D modelling. I've never done ultra-high poly work, but a max of ~1000 triangles sounds right about where I'd want to be. However, I haven't really done anything in a while, so I'd probably be rusty if you had some requests.
I don't have special requests. I am after all, asking you guys to do stuff for me for free. Beggars can't be choosers. :)
I'm not looking for awesome art or something, all i'd like to have is some simple models which i can use in lifevis so i can actually tell whether a creature is a dwarf or a fire imp. I could honestly do it myself, but i'd think my time is better spent coding, no? =)

If you want 3D ASCII stuff done, I'll grab a milkshape trial and get to work. Milkshape is <3 for ultra-low-poly work. :)
I'm open to any kind of model. In the end there will be one directory for models where people can throw in the .obj files from another repository directory, then double-click the conversion script and they're good to go. It'll be pick&choose. :)
« Last Edit: September 30, 2008, 07:38:02 am by Mithaldu »
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Hishan

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Re: Call for 3d artists
« Reply #9 on: September 30, 2008, 08:47:09 am »

May I ask why OP wants these 3D models???

I do hope your working on full 3D support :P
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Mithaldu

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Re: Call for 3d artists
« Reply #10 on: September 30, 2008, 08:50:51 am »

Read the post directly above yours? :D
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Hishan

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Re: Call for 3d artists
« Reply #11 on: September 30, 2008, 10:36:00 am »

Hishan forum user, cancels ask question:interrupted by stupidity
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daemoria

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Re: Call for 3d artists
« Reply #12 on: September 30, 2008, 10:13:03 pm »

Can your 3d engine support alpha maps (trasnparent stuff in general)..because if so, it'll be much easier to get away with low poly work. A single triangle can become a wing on an eagle for instance.
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Mithaldu

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Re: Call for 3d artists
« Reply #13 on: September 30, 2008, 11:00:41 pm »

I'd really like to have the models not use alpha maps. The simple reason for that is that i'll need to do some pretty expensive calculations for each transparent object as well as make my program a good bit more complex. It'll be enough of a pain in the arse that i'm dreading glass walls already. ^^

Also, any performance gain from lesser polygons will be negated by the calculations i'll need to do to get transparency working correctly.

This is not a problem with my engine, but a problem with how OpenGL works in general. Opaque objects i can draw in any order i want to and have them work properly. But as soon as an object is transparent i need to put it in a list with all other transparent ones, sort the list by distance to camera and then draw them back-to-front.
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daemoria

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Re: Call for 3d artists
« Reply #14 on: October 01, 2008, 08:35:43 am »

So I suppose it'd be bad to ask for normal mapping as another alternative for poly-crunching?  :)

In all seriousness, it's just a matter of me working up the motivation for this. I'll probably push out a few of the major races today, considering my college is closed. That, or work on my Human Fortress... damn this addicting game, you make me even less productive.
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