Open jobs for modellers
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03-30-2007, 10:40 PM,
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Quote:Originally posted by WhiteWizard You should definitely go for it :goodjob: I'd be happy to answer questions or offer suggestions as needed. Have you had a chance to read my CS Wiki tutorial "Tileset" ? Albeit it's for a 'house'-type tileset the principles are pretty much the same for any tileset. Let me know if any questions pop up. If it's ok with you I think it would be a good idea if you did the moldcave tileset. This archive, linked from article #2 in the original post, has all the necessary assets from TES3 in case you don't have access to TES3 and would like to investigate them.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-30-2007, 10:51 PM,
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Thanks =)
I do have Morrowind, but the file structiure is confusing, so thanks. I'll start a new thread when I come up with something presentable.
My mage is an honor student at the Arcane University.
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03-30-2007, 10:56 PM,
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Quote:Originally posted by WhiteWizard Great! That is simply great. Go for it. :goodjob: |
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03-30-2007, 11:32 PM,
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Maybe the first post should be updated
To show who has assumed a job (even if it's not exclusive) and which are completed (mine set, anyone? ). Also if there are other jobs out there, now is a good time (right after 2.0) to put them up front. For example, Dumac needs much Dwemer, and although the action is on KM's thread, potential modellers tend to gravitate to this thread.
My 2 yen, Steve |
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03-30-2007, 11:50 PM,
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Thanks for the reminder SACarrow, I always forget to maintain the list. I struck the Mine Rails and Lighthouse articles and added two brightly-colored notices that work has begun.
(I'm always happy to add new articles to the list, I just don't want to write them myself)
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-31-2007, 12:11 AM,
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I saw the brightly-colored notices; nice touch as it draws the eye. Hopefully as people who need jobs see this, they can send you a brief notice describing the job and noting where the action is. This thread is too honking huge to try to find the jobs within it.
I have a question about the potion bottles: What's so hard? It looks like a simple spline/lathe deal for each; is there something I'm missing? Or is it the texturing? Curious, Steve |
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03-31-2007, 01:09 AM,
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Quote:Originally posted by SACarrow I wager it's more a texture challenge than a modelling one. I have a resistance towards picking up modelling claims I wrote myself since it'd feel like a waste of time having wrote them. I'm weird that way.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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03-31-2007, 01:20 AM,
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Bottles
Put me down for the meshing portion. I'll UV map to MW textures and then whine until some kind soul like ev1 or Stilgar textures them for me...
How many faces per bottle? Later, Steve |
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03-31-2007, 06:01 AM,
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RE: Bottles
Quote:Originally posted by SACarrow Great :goodjob: Excluding collision mesh let's say around 500 faces for common bottles (that are likely to be placed more than once in an interior) and 1000 for more expensive bottles.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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04-01-2007, 07:46 PM,
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Dunmer potion bottle thread
Has been created here.
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