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3 Dimensional Chat / Anyone have any Model requests? + New modelling software

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Kangaroo2 BETA2
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Joined: 23rd Aug 2003
Location: Somerset / UK
Posted: 1st Dec 2005 12:55
Ok I know I'm shooting myself in the foot here. PLEASE be sensible and respectful in this post and remember all the stickied advice

As some of you know I'm making game making software called Quikly Game Pro and this will come with a simple to use low-mid poly modelling software as part of the package. Also included will be lots of royalty free models to use in the games.

Does anyone have any requests for models that they would like making? If so I'll consider them. Heres the rules tho:

1: Weapons, Buildings, Walls, Vehicles, and Objects only. No characters/complex animated objects.
2: You MUST provide me with reference pics of front, side and top views. No exceptions please, I'm not a mind reader. No a simple screenshot will not do, unless its just for a wall/architectural style.
3: I'm more likely to make stuff that will be useful to everybody and usable in a lot of games.
4: I'm more likely to make sets of models that will fit together well in a game, IE name genres, or similar games.

Obviously I can't make ALL requests, and obviously I have a lot of ideas of things to make anyway. The models that IO make will not be exclusively yours or anything stupid like that they will be free for use by the community, no royalties for ideas etc, just general common sense applies

Essentially, if you have a favourite weapon, vehicle, building etc and can provide decent reference pictures, I'll try my best to give it a go when I get time. The most popular/sensible requests will get done first.

Cheers, Sam

Insanity Complex
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Posted: 1st Dec 2005 14:57 Edited at: 1st Dec 2005 14:58
How nice of you, but prepare to be attacked by a large wave of requests that if you try to fulfil most of them, you may become overly worked and wind up closing this thread like another modeling requests thread I saw lol...

[EDIT] not intended to be a pointless reply, just letting him know the likely outcome, and I'm also not being negative, just a heads up.

[Previously known as DBPro Newbie]
Sword Pack done! http://forum.thegamecreators.com/?m=forum_view&t=64714&b=3
Kangaroo2 BETA2
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Joined: 23rd Aug 2003
Location: Somerset / UK
Posted: 1st Dec 2005 15:06
Thanks Yes I am aware that may happen! Hense the first couple of sentences on my post.

Hopefully this won't turn into a pointless flamefest, as the need to add proper reference pictures will put off some less dedicated people from searching for them

Also even if I get too many requests it'll be a good way for me to see which game styles and specific things people are interested in, so I know which ones to make first

To clarify - these models will be given away with Quikly software and then be free for users of the software to use in any projects they wish royalty free. These will not be standalone free models. Thanks

Insanity Complex
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Posted: 1st Dec 2005 15:26
There is no reason for this thread to be flaimbait, unless you don't finish any of the models, then some people will come in naturally and flame. But it seems that this is legit enough to be a good request thread.

[Previously known as DBPro Newbie]
Sword Pack done! http://forum.thegamecreators.com/?m=forum_view&t=64714&b=3
Oddmind
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Joined: 20th Jun 2004
Location: Atlanta, Georgia
Posted: 1st Dec 2005 22:00 Edited at: 1st Dec 2005 22:02
I have a request. I need a pair of chinese twin tiger hook swords. They look like this.





If you could, make the grip in the same pattern as this samurai sword.



The rest is pretty self explanitory... Just use the pictures. I didnt really provide a sid eimage nor top because, er... its a flat blade...evn the handle is flat. I have a pair and would like to incorperate them in a game, so try to make them fairly low poly.

Use or discard my advice as you see fit, if you accept, you will be the modeller not I. I just know some modellers that take requests either like alot of description, or hardly any so they can use their creative juices to fill in the gaps. Anywho, this is my request, later .

formerly KrazyJimmy

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Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 1st Dec 2005 22:40
Can I have an extremely hight detailed Samurai, fully animated and textured, with realistic detail. Ooh you said NO characters, well I guess I know where I'm not wanted

Will you need any models for Quikly? I mean, I can character model, animation is a little vague, but I should be getting a Cinema 4D book for christmas which will hopefully solve my anim problems.

So watcha need (Should really post this in the Quikly thread, but too late for that now )

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Bizar Guy
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Location: Bostonland
Posted: 2nd Dec 2005 06:03
I'd love to see all of Megatons free models put into it... other than that I'll make my own models as long as I can import them.


Check the WIP board for updates on Block Verse
Kangaroo2 BETA2
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Posted: 2nd Dec 2005 15:25
Odd mind - I'll make those for u, no probs Not quite sure I can envision how you would hold or use them - just like normal swords? Those hooks don't look too sharp?

Sepuku - I'm not sure about character models until I decide what anaimtaion system I'm using - was thinking perhaps of having the heads, arms etc modelled separately which can then be combined and retextured to make characters easily, and a standard skeleton with anaimations that people can add and recale to fit differentr charcaters thanks for the offer of help though, I'll definitely let you know once things get more organised on that front

Bizar Guy - Yes Megaton's models are great I love the style of them, I'll definitely make sure that these import and scale perfectly in Quikly You can also of course import your own models into Quikly as wel as using the free model editor - but you'll have to use an app to find the right scale and rotation points for them - I'll try and make it as simple as possible - I know some people are having difficulty getting their models into fpsc (although it works fine for me ) so I'll try and make it a bit simpler if i can...

Seppuku Arts
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Posted: 2nd Dec 2005 17:59
Well, get back to me on the animations before I state donating , I tend to build the full model, but seperate limbs would make animation much easier.

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Joh
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Location: Malaysia
Posted: 2nd Dec 2005 18:51
The uvmap is totally off when applied to the x file. No big deal to remap, but the x file is animated (3 frames - bowing?). If you could attach the base pose (davinci pose - standing upright arms straight out to the side to form a "t") I can take a crack at it.
Kangaroo2 BETA2
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Posted: 2nd Dec 2005 19:02
well yeah that was what I thought It'll probably be a case of making a full model to see how they all look together then just copying and saving the different limbs as separate

Joh
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Posted: 2nd Dec 2005 20:51
Ok this is supposed to be a model request thread, but since it skewed towards the animations system and related models, I'll just throw in my 2 cents worth

First on the model requests. Dont really have any concrete ideas at the moment, but some simple objects that can be used with Quikly straight off. Yeah, so themed or genre related objects are ideal, and these could also be used for tutorials/examples. Top off my head, colorful geometric objects for breakout and tetris clones, player and enemy spaceships + weapons, asteroids, platformer tile stuff. Heh. I guess you can pretty much tell what kind of games I want to make.

In reference to your thread in WIP - Im going to be making some models, primarily for topdown and side scrollers. Example:

and also some level objects, but still working on concepts.

On the animation system. I was toying with the idea of a character builder tool, but from a user point of view as the coding is just beyond me. Its nothing new, just derived from standard modelling practices and workflows just packaging all the steps into a nifty tool. Just a real brief explanation.



A character is divided into segments. These segements are based on the skeletal setup and vertex weight assignments. The common verts, where the mesh deforms are the segment seams. A simple implementation is to use a base character mesh, and variations built by manipulating just the verts. In the pic, both models have identical polys and vert id's, so can be morphed to create different types. A more complex, but detailed method is to detach each segment, to be modified while maintaining the vertex count and weights where the seams are, then match them back and weld the verts. So essentially we could go from shirt to topless while maintaining a contiguous mesh and skeletal structure, and with a bit of tweaking and planning not break uvs. I dont how this can be done programmatically, like i said just from an artist worflow pov.
s0l1dsnak3123
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Joined: 29th Jun 2005
Location: Scotland
Posted: 2nd Dec 2005 23:45
hi Kangaroo2 BETA2,
would it be possible if you could make some gritty buildings, and flats for me please? Like those ones out of the getaway? thanks.
http://www.physics.utoronto.ca/~kaveh/kommi/menace-small.jpg
http://fray.slate.com/media/Slate247/000327_PrudentialTower.jpg
http://news.bbc.co.uk/media/images/38227000/jpg/_38227258_easterhouse300.jpg
that kinda idea ok. Please email it to my email address. thanks.
p.s. If you can make some characters please make a glasgow ned like this one:
http://www.glasgowsurvival.co.uk/weapons/weapons3.html
thanks again.


http://s0l1dsoft.tk
Kangaroo2 BETA2
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Posted: 3rd Dec 2005 01:55
Joh - wow someone who wants to make retro style games in quikly, thats really cool and infinitely possible - however at the moment everything is based on real world style physics so the logistics of it would be intersteing I can certainly make some examples of games liek this and how to do them in it though, perhaps not for release but certainly after I'll make some tutorials

Those images you posted are actually really useful in helping my thought process on the character models, and I love the low poly man you posted, very well put together, I really love low poly models that look right, far preferable to huge ugly wasteful models anyway

s0l1dsnak3123 - yes I certaionly plan to have lots of buildings along such lines for gta/getaway style urban games made up v soon As for a "glasgow ned" well there will certainly be generic yobs once I start making characters yes

Megaton Cat
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Location: Toronto, Canada
Posted: 3rd Dec 2005 02:47 Edited at: 3rd Dec 2005 02:48
Definatly include something to model brushes with, to be used later in levels.


The cat era has begun.
Oddmind
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Location: Atlanta, Georgia
Posted: 3rd Dec 2005 04:25
well the swords are used very uniquly in the spect that you are fighting with two of them and trying not to make salami out of yourself. Every part of the metal except for the inside of the handle part is sharp...

formerly KrazyJimmy

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Kangaroo2 BETA2
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Posted: 3rd Dec 2005 14:33
Megaton - by brushes you mean make a wall style (sci fi, battlements, picket fence etc) which you could then paint with in the level editor? If so then yes I have that planned

Oddmind - Ah I see Yes I plan to include double weapon weilding in quikly

Megaton Cat
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Posted: 3rd Dec 2005 14:40
Well, yes, people don't want boring flat walls. Make the modeller capable of modelling sci-fi walls/wall edges/pipes/etc


The cat era has begun.
Kangaroo2 BETA2
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Posted: 3rd Dec 2005 15:01
Yes thats what I thought the wall types will have those kind of things from the off, and you'll be able to make more wall , floor and ceiling styles for painting from within the modeller

s0l1dsnak3123
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Posted: 3rd Dec 2005 15:35 Edited at: 4th Dec 2005 14:08
Yay yobs!!! oh and on a more serious note - Thanks
I've got a better link for yobs. A whole website, with lots of links to other ned websites.
http://www.glasgowsurvival.co.uk/
[edit]Some parts of this website have swearwords ect.[/edit]


http://s0l1dsoft.tk

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