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3 Dimensional Chat / Open for work everyone :)

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Camouflage Studios
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Posted: 1st Oct 2010 00:45
Okay, I decided to open myself for some freelance for environment props, whether you want a full game res model or just a high res model. No characters or weaponry, on melee weaponry, and refrain from orders like "I want a whole city done complete with a suburb" or something crazy like that. Keep in mind I do have a life.

http://forum.thegamecreators.com/?m=forum_view&t=174484&b=3 check out my thread for some recent works

http://camoartdump.webs.com/

billyheb@aol.com and you can get me by email.

Thank you everyone.

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CoffeeGrunt
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Posted: 1st Oct 2010 19:00
Okay, I need a fighter jet style model, but futuristic. I'll let you take some creative direction on the design, but if you could make it look similar to modern aerodynamics, but make it look streamlined and powerful...

I can then rig it for my game. Also, can I have it in a format other than X? Max or FBX would be great if you have them, what modellor do you use?

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It's been a good three years.
Master Man Of Justice
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Posted: 1st Oct 2010 19:16
he uses Max

CoffeeGrunt
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Posted: 1st Oct 2010 20:47
Good, I do too for getting stuff into UDK. Should make it a whole lot easier for me...

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It's been a good three years.
Camouflage Studios
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Posted: 1st Oct 2010 22:17
coffee i hope you realize i didn't mean for free :p

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Master Man Of Justice
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Posted: 1st Oct 2010 22:40
it says freelance

lol jk i know what it means.

CoffeeGrunt
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Posted: 1st Oct 2010 23:23
You might want to put that it's paid - and your rates that you're charging...

Scratch my order then, I have no money I could give you anyway...

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Quik
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Posted: 1st Oct 2010 23:29
indeed, if you are charging for it, let us know how much for what work.


[Q]uik, Quiker than most
Camouflage Studios
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Posted: 1st Oct 2010 23:33
Alright, I apologize for not mentioning, I will be for pay, rates depend on what you want, and I will be charging per model. Depending on how many and what you want. I can also make low poly models from your high poly

full next gen asset - 5$ to 15$ based on the size of the asset and complexity

high poly model - 5$ to 10$ based on complexity

Low Poly - 3$ to 8$ again based on complexity

UV Mapping - 3$ to 10$ based on complexity

Alright thanks guys

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Master Man Of Justice
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Posted: 1st Oct 2010 23:34
theres a UV mapping and texturing charge?

Usually its the whole deal.

Camouflage Studios
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Posted: 1st Oct 2010 23:37
yeah there is a whole deal option, but sometimes on TGC people just want certain things

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JLMoondog
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Posted: 2nd Oct 2010 00:14
Er, not sure if your ready for freelance work. You don't have much to show, that you've actually shown the community. I'd say get a nice portfolio together of your best finished(that means completed done) work, get it on your site and then look for work.

Right now I doubt you'll get much work with the little models you've shown off, with half still half finished.

Just some suggestions, please don't take it the wrong way. I can see from your work that you do know how to use Max, I think you just need to show off a little more.

One other thing, what's your Max license? Just curious.


"...space is where I'll fight and where I'll die."
Camouflage Studios
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Posted: 2nd Oct 2010 00:19
Well josh, my max license is student. But for these specific models I will be using blender, and I do see what you're saying, thank you for the comment, making a site right now

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lazerus
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Posted: 2nd Oct 2010 00:26
Quote: "I do see what you're saying,"


Its due to the student verion of 3ds max, you can only sell media with the commerical version. Josh is just making sure you dont get your ass sued off mate

Camouflage Studios
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Posted: 2nd Oct 2010 00:32
Yeah I know Laz which is why i said I'm using blender for them lol

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JLMoondog
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Posted: 2nd Oct 2010 00:32
Exactly, the worst I've seen is a $50,000 fine and 15 years prison. Don't make that mistake.


"...space is where I'll fight and where I'll die."
Master Man Of Justice
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Posted: 2nd Oct 2010 04:56 Edited at: 2nd Oct 2010 04:57
Quote: " $50,000 fine and 15 years prison"
'

Ha, what in the hell did he do with max to get sued that big?

[EDIT]

And im not trying to be the legal guy here, but how can they tell if a model was made in max? is it encoded in the model file?

Ortu
DBPro Master
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Posted: 2nd Oct 2010 08:19
big brother is watching you

beware the comfy chair


henry ham
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Posted: 2nd Oct 2010 12:06
Quote: " is it encoded in the model file?"


yes

cheers henry

CoffeeGrunt
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Posted: 2nd Oct 2010 13:05
It might be like Photoshop, where if you open it up in Notepad, they hide the words Adobr PhotoShop, or something like that, somewhere in the jumble of characters...

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lazerus
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Posted: 2nd Oct 2010 13:18
Quote: "It might be like Photoshop, where if you open it up in Notepad, they hide the words Adobr PhotoShop, or something like that, somewhere in the jumble of characters..."


Is could just be a string of numbers so you wouldnt even know.

KeithC
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Posted: 2nd Oct 2010 17:54
Quote: "And im not trying to be the legal guy here, but how can they tell if a model was made in max? is it encoded in the model file?"


Going out on a limb here; but why would you ask if you were not intending to use it for commercial means? I highly suggest you do all modeling in Blender then.

-Keith

Camouflage Studios
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Posted: 2nd Oct 2010 18:08
Well I did say twice I was using blender for the assets

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Master Man Of Justice
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Posted: 2nd Oct 2010 18:47
Quote: "Going out on a limb here; but why would you ask if you were not intending to use it for commercial means? I highly suggest you do all modeling in Blender then."


Wow, just because i ask a question about something doesnt mean im doing something wrong.

You went out on the assuming limb there.

I havent sold a single model, and neither do i plan to any time soon.

Dodga
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Posted: 3rd Oct 2010 22:44
Kind of agreeing with above post, 2 models like a bench and a rock are something that probably ANYONE could do, that takes like 5 minutes.
Camouflage Studios
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Posted: 3rd Oct 2010 23:50
really, thats a tad offensive because you say you worked on that "human" for awhile. Thats not even normal mapped. I'm sorry, but I doubt you could make either one of those NORMAL and SPEC mapped assets in the time I did

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Dodga
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Posted: 4th Oct 2010 00:30
"awhile" for me is like 3 days, cause I have a life. And I'm not trying to be offensive just realistic. Mapping skills don't equal modeling skills, I could make that bench and that rock in about 5 minutes, and I could probably learn how to normal map in about an hour because I've been using max for YEARS. But that's besides the point, I never said you were bad at modeling or mapping, you took it to that level, I basically said a bench and a rock aren't good examples of something I would have confidence in paying the artist to create for me, sorry. And let's see your human models if you want to talk about mine, I have done NO mapping on that model, I'm working on getting the MODEL down before I go into the glitz of mapping. You can have the nicest maps you want but people will be able to tell if you lack modeling skills. UVW unwrapping is not even that hard, and from that making textures in photoshop is not that hard either.
Quik
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Posted: 4th Oct 2010 01:09 Edited at: 4th Oct 2010 01:12
Quote: "really, thats a tad offensive because you say you worked on that "human" for awhile. Thats not even normal mapped. I'm sorry, but I doubt you could make either one of those NORMAL and SPEC mapped assets in the time I did"


Well, a rock and a bench
doesnt show us if you can do organic modelling, guns? melee weapons? other props?

you see my point.
if you look around the net most artists got quiet a few different models for show.
most shows examples of humanoids, cars and a few props.

Cars humanoids and guns are acually most wanted, and if you want to freelance you gotta be able to do it all, and SHOW US, you can do it. showing us you can do props and well... you aint getting much buyers. and a prop for 5$ is a tad to much in my opinion.

edit:
Quote: "and from that making textures in photoshop is not that hard either."


now are you telling me EVERYONE can make a texture in photoshop? really that really really depends from person to person. I cant make half decent textures, and ive been using photoshop for about 3 years! 2d is art, just like 3d and requiers practise.
really dont say that something is SOOO EASY just because you think so, everyone doesnt.


[Q]uik, Quiker than most
CoffeeGrunt
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Posted: 4th Oct 2010 01:12
No offense, but normal maps, unless they're from a high-poly bake are easy...

Try and get a decent portfolio together, find a bunch of stuff that looks cool in games, movies, etc, and try and make your own versions, e.g., try making a vehicle like Reach's Falcon, so people can see that you can be given an idea, and work from that to make something of quality...

As a non-modellor, I've noticed that basic prop artists are ten-a-penny, the character and vehicle artists are where you get the real dough, hence why the two most financially successful modellors on the FPSC boards both happen to be weapon and character modellors.

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Camouflage Studios
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Posted: 4th Oct 2010 02:44
quik - diversity in portfolios isn't a good thing unfortunatly.ive been told that many a time by a pro friend of mine, and many other pros. http://www.polycount.com/forum/showpost.php?p=1211408&postcount=8 - his post

CoffeeGrunt - i see what you're saying, except for the normal map easy thing http://www.farfarer.com/temp/normalMapMiniTut.jpg tut by industry artist "Talon" And the whole prop/enviro artist thing might be true for TGC...but in the profesional world outside of TGC this is definetly not the case

Dodga - I didn't say anything about UVs. And sure, you might learn how to normal map in an hour, but to make quality one's that might take a little longer. And ok, you have a life...congrats bro. And also your part about my character models, look at my reply to quik.

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Dodga
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Posted: 4th Oct 2010 03:36
All I know is that arguing with criticisms is completely counter productive. whats the point of posting, just to get compliments on how awesome you are?
Camouflage Studios
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Posted: 4th Oct 2010 03:55
Well, your crits are, not correct essentially....the only "crit" im taking with me is more complex models

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Azunaki
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Posted: 4th Oct 2010 04:06
ok people did you read the first post about he's doing environment props? so how is what he has posted not showing environment props? while his texturing is decent his combination of texturing and modeling is lacking.

when i looked at your bench and your forklift pallet they are to round. high poly doesn't mean smooth the details away. the texture on your bench makes it look old and worn out, yet your model makes it look brand new. which adds levels of confusion. forklift pallets aren't round like that. they have sharp edges because they aren't meant to be pretty they are meant to have objects sit on them and be moved by a forklift.

also if you can uv map and texture you can do any type of map, you just have to try. a normal map is just a bump map converted a spec map is just a ambient occ map rendered out in the lighting you want(there are other ways just mentioning the simplest(no this doesn't work with everything))

and like they said on polycount you want to highlight what your applying for in your portfolio(it helps to know what your applying for)

[url]http://myportfolio.x10hosting.com/[url]
visit my site.(still in progress)
Dodga
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Posted: 4th Oct 2010 04:54
A crit is a crit, and you may not be correct about the crit not being correct. The whole point is to get other people's perspective.
CoffeeGrunt
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Posted: 4th Oct 2010 10:16
Quote: "And the whole prop/enviro artist thing might be true for TGC...but in the profesional world outside of TGC this is definetly not the case"


Why advertise on TGC then?

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It's been a good three years.
Quik
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Posted: 4th Oct 2010 10:31 Edited at: 4th Oct 2010 10:46
Quote: "ok people did you read the first post about he's doing environment props? so how is what he has posted not showing environment props? while his texturing is decent his combination of texturing and modeling is lacking. "


but then, again, 5-10$ for a prop?
who'd pay that when you can get a fully animated next gen character, or even a okay character pack for twice the price?

and showing a rock and a bench wont show me much about say his metal work?

okay sure he got a wall, which imho isnt too much of high quality, sorry if you take that offensive or whatever, but i honestly say: you need to improve more before you can freelance
the work you have got now i would pay approx 1$ for, if not less.
and i would for a quality, and i mean really good quality next gen prop pay approx 2$ for.
and for say a pack? then we are talking about 10$.

iam just trying to help, not bring you down or anything.


edit: just checked the link. and what WE are talking about right now is freelancing, not hiring people. He was talking about companies hiring people, not freelancers.
Freelancing and being hired for a company is two completly different things.


[Q]uik, Quiker than most
Asteric
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Posted: 9th Oct 2010 16:50
To be honest, i think that you are being harsh on him, quite a bit.

First of all, his prices are cheap, i know for one i would charge a lot more than that for freelance work. I really dont see why anybody should flame him for trying freelance anyway? Its not like he is doing work for a professional team, this is TGC, an indie group. I for one would recommend anyone here who is half decent at 3d to get out there and go for it, because your not going to learn how to work freelance, without doing it first hand anyway.

Quik
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Posted: 9th Oct 2010 17:39
i really dont see myself as flaming him, rather showing him how this could be done better. but yes i see your point of view and you do got a point, asteric.

where have you been btw? =D


[Q]uik, Quiker than most
Asteric
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Posted: 9th Oct 2010 18:20
On a voyage of self discovery!

Nah, just been taking a break, doing some work on a new website etc. Did you miss me? No? Didnt think so

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