Outerra forum
Outerra Apps => Games => Topic started by: Benjamin385 on July 21, 2011, 02:06:22 am
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Ok,
First what is a Crowd Sourced Project?
http://en.wikipedia.org/wiki/Crowdsourcing
I am a big fan of open source projects and Crowd Sourced Projects
I would be more than willing to create assets for Outtera: The Game
You Provide the Importers / Exporters - I deliver :)
If you choose to do this I just have one request please make them public.
This way others can contribute to the project :)
This is just a thought
Thank you for your time and
I wish the best of luck with your game/Engine :)
Here is some of my work :)
(http://i69.photobucket.com/albums/i50/benjamin385/Comms_Badge_8.png)
(http://i69.photobucket.com/albums/i50/benjamin385/Wand_1.png)
(http://i69.photobucket.com/albums/i50/benjamin385/Bookcase.png)
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mh i dont think, that your models will fit the standard quality of outerra-models. Did you see them? There were textured and they found the "smooth"-Button. I'm an obsessed blenderuser and so i know this business very well. The grasp of the knife is flat-shaded. Why? Probably you know, that your models are too highpoly for a gameengine.
Maybe this sounds too harsh, but dont take this personally. Its just critique for motivation. Train your modeling skills and of course your texturing skills. That means to create diffuse-, normal- and speculartextures for your models. That should be the minimum. Professional models are using also ambient occlusion - textures sometimes. If you understand these processes you are able to contribute models for game engines :)
Btw. i like your attitude about opensource media. Thats the right idea.
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mh i dont think, that your models will fit the standard quality of outerra-models. Did you see them? There were textured and they found the "smooth"-Button. I'm an obsessed blenderuser and so i know this business very well. The grasp of the knife is flat-shaded. Why? Probably you know, that your models are too highpoly for a gameengine.
Maybe this sounds too harsh, but dont take this personally. Its just critique for motivation. Train your modeling skills and of course your texturing skills. That means to create diffuse-, normal- and speculartextures for your models. That should be the minimum. Professional models are using also ambient occlusion - textures sometimes. If you understand these processes you are able to contribute models for game engines :)
Btw. i like your attitude about opensource media. Thats the right idea.
First off I would just like to say thank you for taking the time to reply :)
As for open Source Media = WIN!
As for the "Knife" That was supposed to be a wand.
and I just rendered every thing In Lux Render (My Render of choice ATM) I can provide wires as well as the original Screen shots
:)
No offense was taken just I thought I would point that out :)
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yah, i wondered if that was lux. So maybe you are interested in the new Renderer of blender -> cycles. There are also builds for that on graphicall.org. Thats a live-renderer which is be abled to render live on your GPU (if the presets are correct). I think cycles will be a true alternative for Lux-Render
[video]http://www.youtube.com/watch?v=8KgrBjt4e9k[/video]
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yah, i wondered if that was lux. So maybe you are interested in the new Renderer of blender -> cycles. There are also builds for that on graphicall.org. Thats a live-renderer which is be abled to render live on your GPU (if the presets are correct). I think cycles will be a true alternative for Lux-Render
I saw this a while back aren't they integrating this into Blender?
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yes, therefore i wrote that ;)
So maybe you are interested in the new Renderer of blender -> cycles. There are also builds for that on graphicall.org.