volunteering 3d artist

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
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jpb
Posts: 1
Joined: Wed Mar 10, 2010 7:40 am

volunteering 3d artist

Post by jpb »

My name is Jay and I am a striving game artist I work with Maya 3D and I am currently trying to enhance my skills and knowledge for game art 3D creation. I would love to be of help to any project in developement and have my custom creations in any ones custom maps, mods, programming, etc. Even if you are just building your own game environment i would like to make a SIMPLE AND BASIC 3d asset for artist to put in the game or your map. I am still kind of a novice and have not yet reached organics yet but i have learned this much and all i can do from this day on out is to get better. If you have a small project in mind and would like some new assets created feel free to contact me and send me a short request and maybe a rough sketch or picture of what you would like created for your map. I am only one person so I reallly dont know how many request i will get but i can only make one asset at a time. For the fastest response whether you just have a question or request, its best to contact me directly at my personal website. I look forward to hearing from you creative individuals. Happy modding!

regards,
http://jaybarnett.net

PS- I am NOT looking for pay or full time employment, i am volunteering and i just want to make things and have them put into other peoples projects so that i can become better at 3d modeling, also so that i can look back at projects years from now and see things that i made in game environments and say. . . . .yeah, i made that! :)
shadowslair
Posts: 758
Joined: Mon Mar 31, 2008 3:32 pm
Location: Bulgaria

Post by shadowslair »

Hi, Jay. It`s very kind of you for volunteering. Here`s one idea you can work on if you like. You can create some sets everybody in the forum can use for his project- most-common environment objects, weapons etc. Not difficult, so you can focus on the mapping and texturing parts. Some kind users may offer server for the packs to be stored in, not to be lost. I would love doing this myself, but my todo list for programming is about a kilometer long, so I only do some fast models for testing right now. Hell, I prefer modelling than programming... :lol:

Themes: Conventional, SciFi, RPG style, Comic style
Polycount: Low, Medium, High

Difficulty 0:
- crates
- cardboxes
- palettes
- barrels (metal and wooden)
- trees
- bushes
- plants
- ...

Difficulty 1:

- pistols
- shotguns
- rifles
- grenades
- swords
- axes
- shields
- ...

Difficulty 3:
- cars, spaceships
- bigger and more complicated environment objects (well, barn etc.)
- houses
- scenes ( oil rig, factory etc.)
- ...

Difficulty 4:
- characters for each of the themes ( Conventional, SciFi, RPG style )
- different polycounts
- different textures for them
- the basic animations: idle, walk, run, jump, attach, being hit, etc.
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
chiefpolice
Posts: 1
Joined: Tue Mar 23, 2010 8:10 am
Location: Huntington Beach, CA

Hi Jay, we need help building a 3d virtual world.

Post by chiefpolice »

I am CEO of Digital Intelligence Technologies corp. We are looking for help with a launch of a 3d virtual world. We understand that irrlicht is probably the best game engine around, however we are not coders. We need someone that understands how irrlicht works and would be able to design this world and put it up. We have a 3d disigner on staff, but he is not a coder. if you can work irrlicht then you may be the one we are looking for.

There would not be any pay to start with, but there would be sweat equity in DIT if you are interested and you would be able to do this.


Thanks,
Ken Kennedy
CEO/chief of police, retired

:)
pera
Posts: 460
Joined: Wed May 14, 2008 1:05 pm
Location: Novi Sad, Serbia
Contact:

Post by pera »

If you have some models to share, I could use them in my game.

Thanks.
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