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View Full Version : Neocron Needs You - GFX Artists



Alduin
20-02-13, 23:05
Hello Runners,

Although we are still working on some legal issues, we have decided to make our first call for team applications! We need GFX artists!

If you're a GFX artist with some mad skills and do not fear reading terms like: UV map, normal map, specular map or glow map, and you want to help improve Neocron, contact us now!

What do we need? Examples of your work are a must (not necessarily related to Neocron or ScFi), as well as details of your qualifications and previous experience as a GFX Artist. Additionally if you're currently affiliated with another company that produces video games, we will need to know.

Things to consider! There are still legal issues which we are in the process of resolving, regardless of this we will still require every contributor to sign a document which will grant us the rights to freely use his/her contribution now and in the future. Additionally we need people who are eager to contribute on a regular basis and also reliable so we can ensure a smooth development process. Finally, for legal reasons you must be at least 18 years old at the time of application.

Where do I send my application? Please send your application to: applications@neocron-game.com. Only applications submitted n English will be considered, we are an international team and good English language skills are a must. We will try to get back in touch with you as soon as we can, however, in case you do not receive an answer within three working days, do not hesitate to send us a quick reminder.

Sincerely
Your Neocron Support Team

nabbl
20-02-13, 23:35
Go for gold CORVIN ! :-)

Drachenpaladin
21-02-13, 04:29
Wondered when this announcement would come.

Doc Holliday
21-02-13, 06:31
wow. I wish i was a graphics artist.

Ivan Eres
21-02-13, 11:30
This is a chance to be a part of Neocron forever.

I would post a link to this thread on graphics forums if I would know any, or on other mod related comms. Maybe someone could help here.

Deus Ex Machina
21-02-13, 12:02
While I understand the need for some people that are offering considerable time and avaiability to Neocron, I think it might be a good idea to use a different approach once in a while:

Take some texture you want replaced, some model you want redone or the whatever the task is, maybe even a few of those at once. State the criteria the result should fulfill (e.g.: Texture Resolution, File Size, Texture must be linkable on all sides without seam, ...)

Then post that on the forum and ask for contributions for that parts. If you like what you get, or get several and choose the best, get the necessary papers or written consent to use all those things that are contributed and you have a bit done.

I am not sure how much you would get, remembering the search for Forum avatars, but I have played a bit of Deus Ex Mods, where some of those were done with contributions from many people, where some only did a little. The difference in graphics to the original is amazing.
I'd just find it sad to not include those that could do work, but wouldn't do much, or don't have much do show in previous work but could make at least one thing right when they take their time.

Sadly, I don't think i could even get one thing right from scratch in Graphics design ;)

Drachenpaladin
21-02-13, 16:43
Yeah, that would be really cool, just to see if i can get my stuff working or not.

Hackebeil
22-02-13, 00:28
Use Zbrush for more awesomeness !


http://www.youtube.com/watch?v=j8FH4ifOo6Y

Drachenpaladin
22-02-13, 05:59
I'm not sure if it makes sense to apply since i have only Cinema 4D and PS at my disposal, tho importing *.obj stuff works so far...
Or does that not really matter?

Anyway, tried some re-imaging today, heres is the outcome.
http://www.pixhost.org/show/4109/16056601_metalbox_basic.jpg

Ivan Eres
22-02-13, 11:31
Take some texture you want replaced, some model you want redone or the whatever the task is, maybe even a few of those at once. State the criteria the result should fulfill (e.g.: Texture Resolution, File Size, Texture must be linkable on all sides without seam, ...)

Then post that on the forum and ask for contributions for that parts.[...]

Very good idea. This could get things started very efficiently.

Ivan Eres
22-02-13, 11:33
I'm not sure if it makes sense to apply since i have only Cinema 4D and PS at my disposal, tho importing *.obj stuff works so far...
Or does that not really matter?

Anyway, tried some re-imaging today, heres is the outcome.
http://www.pixhost.org/show/4109/16056601_metalbox_basic.jpg

That looks great! For these graphics I'd even buy a new PC.

Alduin
22-02-13, 12:54
I'm not sure if it makes sense to apply since i have only Cinema 4D and PS at my disposal, tho importing *.obj stuff works so far...
Or does that not really matter?

As long as your tools are able to import Collada files and also export to Collada files, everything is fine :) IIRC every mayor commercial tool is able to do so.

carbonkink
23-02-13, 01:30
-_- I'll wait for the concept art position. I can create textures like a pro, I simply don't know how to set them up for 3d models :( boooooo

Hopefully you guys find a dedicated GFX Artist!

Hackebeil
24-02-13, 00:11
-_- I'll wait for the concept art position. I can create textures like a pro, I simply don't know how to set them up for 3d models :( boooooo

Hopefully you guys find a dedicated GFX Artist!

Try to understand what is "texture baking". (Google it)
Than take a look for "UV-unwrap".
After understanding that its easy.
Normal/Specular Maps are just another technique applied to the model.

If you are more interested in i can send you a full guide for 3D Max.

Drachenpaladin
24-02-13, 03:47
Try to understand what is "texture baking". (Google it)
Than take a look for "UV-unwrap".
After understanding that its easy.
Normal/Specular Maps are just another technique applied to the model.

If you are more interested in i can send you a full guide for 3D Max.

I don't think we are going to change much about the polygon count on models.
Guess we will just upgrade textures, so all you need to do is to scale up the UV Map, which is little more then a vector,to a bigger texture size and get down with the artsy painting stuff.

Hackebeil
24-02-13, 15:39
I don't think we are going to change much about the polygon count on models.
Guess we will just upgrade textures, so all you need to do is to scale up the UV Map, which is little more then a vector,to a bigger texture size and get down with the artsy painting stuff.

1. yes, but i tried to help carbonkink to understand texturing in gerneral.
2. But using a high res model and baking the texture to a low res model always looks better than texturing a low res model.
3. In most cases you do a high res model and use the normal map(aka bump mapping) to give the low res model more details

wargolem
24-02-13, 18:44
I like the way this is going,

I also think it would be cool if you posted a few things for retexture perhaps things like the rhino tank, the reveler, the go go and the GR and maybe a doomreaper or something? then if people submit a few shots of each we can all dream about them :)

Is the neocron engine built from the ground up? or would it be possible to port the game over to a newer engine in time perhaps ie unreal 2 to unreal 3 or neocron engine to Black prophecy engine....... just a question(sorry to go a little off topic)

SovKhan
13-03-13, 17:20
Alduin,

Can one extrapolate from your post that there will be an update to the graphic engine soon? Unless it already supports normal mapping and doesn't use it.

Manuel Moonez
14-03-13, 14:10
I just read this on facebook and i think itīs a good way to give something back to this game. I study games art and animation in my last semester now. Iīd be glad to help with new stuff, but as Deus Ex Machina said, we should do it like they did with the Deus Ex HDTP-iīve got my own project this year but iīd love to do something every now and then anyway.

Edit: Some references, thereīs more stuff but i canīt really post everything, and i still have no official portfolio.
http://s7.directupload.net/images/130314/uqnjb7py.jpg
http://s7.directupload.net/images/130314/ewqlruwj.jpg
http://s14.directupload.net/images/130314/nceww253.jpg
http://s7.directupload.net/images/130314/mqdkbrf6.png
http://s1.directupload.net/images/130314/ashqgvbf.jpg

Edit Edit: Yes, iīve been asking myself about normal maps in Neocron too. It would make a huge difference!

Spyme
19-03-13, 20:08
Where to sign? :P

Invi
21-03-13, 14:43
i do some realtime stuff for a living but for a very isolated 3d engine. i want to learn other workflows for myself so this is very interesting.

maybe post some model you guys want to redo? so maybe, in the spirit of open and free software, you get people going and learning? :)

collada is already a good sign :D how about textures? .dds?
im also curious: neocron has its own engine, right? is there some kind of editor to feed the model and texture into and see it in the neocron engine?

Alduin
21-03-13, 17:06
Where do I send my application? Please send your application to: applications@neocron-game.com. Only applications submitted n English will be considered, we are an international team and good English language skills are a must. We will try to get back in touch with you as soon as we can, however, in case you do not receive an answer within three working days, do not hesitate to send us a quick reminder.

Please direct applications to the mail addy quoted above. We are keen on reading your applications! Once you have done so, feel free to get in touch with me on IRC.

LeFae
30-07-13, 15:27
So I must ask, out of curiosity is this project kind of dead or are you still looking for people?

Thanks!

Trivaldi
30-07-13, 15:43
Very much still alive. We have some community artists already beavering away on shiny things. ;)