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Creative Crew • View topic - Hello all Artists
Page 1 of 1

Hello all Artists

PostPosted: Sun Nov 09, 2008 10:18 pm
by FallBack
I'm working on an FPS zombie game called Confinement. I started at the beginning of this summer. I make games by myself but I'm really slow on 3d modelling (and not super great as you'll see), as well as 2d texturing and other 2d artwork.
If any artists want to help me out that would be great. Right now the game imports .obj format which doesn't support textures, the texture maps that I have supported for it are planar, box, spherical, and cylindrical. It doesn't support animations either but i can interpolate between two models and create a translationally interpolated animation. Here is some stuff I need: sorry if i repeat myself.

right now the game imports .obj format and doesn't support animations
but if you give me two frames I can interpolate between them
like right foot forward left foot back for one frame then left foot forward
and right foot back i can loop it and get it to talk.
Frames to be interpolated must have same amount of verticies and
the verticies must correlate. If you add a new vertex in for the 2nd walking frame
it messes everything up.

3d

swat team member holding smg or something
-walking and crouch walking both while aiming gun
-(maybe jumping?)

swat team member not holding a gun who's been turned into a zombie
-walking with hands out mummy style

Lower poly 3d graphics

trees and bushes

guns handgun, shotgun, crossbow, smg

barbed wire osbticles

reckage and structures that look like they've been bombed in

parachute -not animated opening just opened
-with strings


suitcase (black or silver government type)

2d
User interface, leave places for Health, Endurence,
and a third bar the (turning-int-a-zombie-bar).
and ammo, and the text kinda like in the screenshots.

nightvision goggle view to overlay on screen
-i'll take care of making the visible part green just make
the cut out

gun scope cut outs to overlay on screen for crossbow, smg, and weapon in screenshots

Thanks in advance to everybody who wants to help me, i'll put you in the credits.

Here are some screenshots of what I have so far.

i'm disabling the pictures to make this thread easier to read.
http://www.accurate100.com/server/explosion.JPG[/img]
http://www.accurate100.com/server/new_sandbags.JPG[/img]
http://www.accurate100.com/server/zombie_close_up.JPG[/img]
http://www.accurate100.com/server/70's_ ... zombie.JPG[/img]
http://www.accurate100.com/server/70's_Sandbag.JPG[/img]
http://www.accurate100.com/server/ammo_box_and_UI.JPG[/img]
http://www.accurate100.com/server/dead_zombies.JPG[/img]

Re: Hello all Artists

PostPosted: Tue Nov 18, 2008 7:39 pm
by dipsoid

Re: Hello all Artists

PostPosted: Wed Nov 26, 2008 2:16 pm
by FallBack

Re: Hello all Artists

PostPosted: Wed Dec 03, 2008 7:25 pm
by dipsoid
I still don't understand what you mean by "it makes the in betweens." Are these keyframes models which are saved in to memory then read in game? Because something as simple as a walk cyle requires a lot of key frames, like maybe a dozen or more.

Image

So to produce that animation you would need ten models which are used as the keyframes, and the engine blends the models together to animate?

If you want to be ecconomical, you can cut that down to four or five, but the animation will look very awkward.

Re: Hello all Artists

PostPosted: Thu Dec 18, 2008 10:40 pm
by FallBack
I'm being really economical, my last game didn't even have animations. The ones that I have now are just simple 2 key frame animations with ten intermediate frames. I only modeled the two key frames and then my animation class autogenerates the intermediate frames. So in your picture if you give me the first frame and the fifth frame i'll get him walking. Just keep all of the vert count the same in both frames because all of the verts from the first one get morphed into the second.

If you send me a sample model I'll see if I can it can be integrated.

Sorry for the late reply again, I promise to check this board more often.