I want to provide a large library of content for users of 3D World Studio and the Leadwerks 3D engine.
Modeling is fairly easy, but it is skinning, or designing a unique texture, that makes a model really stand out. I'm willing to pay our artists to skin any good models that are provided to me. You will get your model professionally skinned for free, if you give me permission to use and distribute the model with 3D World Studio or my engine. You still can use the model and skin in your own game.
I recommend opening up the Half-Life 2 model viewer (in the Source SDK) or the staticmesh browser in UnrealEd. Just look at the mesh and use it as a guide to make your own. I made this train base in one evening, just by looking at a HL2 model as a guide:
-Models should be closed, for compatibility with stencil shadows. You can delete excess polys after we skin it, but it is important that we keep a copy of the closed, skinned mesh.
-Models from a commonly used theme will get preference. I'm particularly interested in modern city/industrial stuff.
-Polycounts should be comparable to HL2 or UT2004.
-3ds max files are preferred, but .x or other formats are okay.
-UV-unwrapped models are preferred, if possible!
-Models should be modular building blocks. Sizes should be multiples of a power of two. This makes it easier to line details up in the editor. The model should be positioned the way you want it created in the editor.
Thanks. I'll post screenshots of what we come up with here.
Modeling is fairly easy, but it is skinning, or designing a unique texture, that makes a model really stand out. I'm willing to pay our artists to skin any good models that are provided to me. You will get your model professionally skinned for free, if you give me permission to use and distribute the model with 3D World Studio or my engine. You still can use the model and skin in your own game.
I recommend opening up the Half-Life 2 model viewer (in the Source SDK) or the staticmesh browser in UnrealEd. Just look at the mesh and use it as a guide to make your own. I made this train base in one evening, just by looking at a HL2 model as a guide:
-Models should be closed, for compatibility with stencil shadows. You can delete excess polys after we skin it, but it is important that we keep a copy of the closed, skinned mesh.
-Models from a commonly used theme will get preference. I'm particularly interested in modern city/industrial stuff.
-Polycounts should be comparable to HL2 or UT2004.
-3ds max files are preferred, but .x or other formats are okay.
-UV-unwrapped models are preferred, if possible!
-Models should be modular building blocks. Sizes should be multiples of a power of two. This makes it easier to line details up in the editor. The model should be positioned the way you want it created in the editor.
Thanks. I'll post screenshots of what we come up with here.