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Texture Artists

by Geartrooper on 03/18/2007 11:53, 23 messages, last message: 04/12/2007 05:00, 6983 views, last view: 05/05/2024 10:42

Texture artists are in high demand. If you are a skilled texture artist and would like to work on character models post here with some references. We're all doing this for the love of it so there is no compensation save to see your work in the game.

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#4: ..

by tentus_ on 03/20/2007 22:21

I'm in the same boat. As makkE probably remembers, I was never any good at texturing my models, and so CL suffered visually at every turn.

Geartrooper, if you want to assign me some models to make and I can get to work on them. I've been confused as to what needs to be done for Eisenstern. I've tossed out every icon I've made for it so far =P

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#5: Re: ..

by kurtis84 on 03/20/2007 23:24, refers to #3

You should have mentioned something about this...I assumed the current skins were the ones we planned to use. I've never tried a character skin before, but I'm willing to. Talk to me on irc about it.

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#6: ..

by Geartrooper on 03/21/2007 14:05

tentus email me with some screenshots of your work and I'll find out where you fit in. It is best to present concept sketches before delving into the modeling process as a lot of work that might not be used can be saved. This is due to the idea of Eisenstern's many inhabitants having a certain vein in design in the rpg which is known only by one person, that being Aard. At worst there are many map models that could be created to enhance the rpg's atmosphere. Starting there you can build trust with the developers in your ability and dedication to the project. But as I stated before, concept sketches! :P

Kurtis84, irc it is.

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#7: Re: ..

by tentus_ on 03/21/2007 15:56, refers to #6

It'd be easier if you just go to packages/models/tentus/ and look at those. The stuff in food-drink/ is decent, though I'm not really proud of anything I left behind.

Oh wow, I need to update that text file, its way out of date.

Do you want me to start making sketches of weapons or plants or furniture??? I'm a bit leery of animating stuff until the bone-thing is finished (as you said, wasted work).

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#8: ..

by Geartrooper on 03/21/2007 18:40

This is getting a bit off topic. We need texture artists. Talk to the folks on irc for a list of stuff needed for modeling. The more the better as that will leave a selection available for mappers, imo.

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#9: ..

by Max of S2D [Fr] on 03/21/2007 19:32

http://maxofs2d.free.fr/share/dlm/Fichiers/terre_1.jpg

I've done that from one of my pictures...

Use it if you want.

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#10: Turtle?

by tentus_ on 03/21/2007 21:33

http://www.appstate.edu/~th75329/images/ref/turtle.png
Started out as a joke, but it occurs to me that turtles would actually be an easy NPC to model and skin. I can barely imagine the number of possible quests that could come from having turtles available:
"I need you to kill 10 green turtles so I can, uh... use their shells as hats. After you get me 10 turtle hats I need their tails for, err... disciplining my children."

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#11: hmm

by conorkirk676 on 03/22/2007 01:04

I can make textures out of real pictures that I take.


But, I am gone for spring break so not for a while.

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#12: ..

by Geartrooper on 03/22/2007 01:16

The concept of the kind of texture artist needed has gone awry in this thread a bit. Thanks for the offers and posts but what is needed is an artist to paint the uv mapped textures of character models after they have been skinned. Although I'm certain quality map textures are never scoffed at for inclusion to Sauerbraten.

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#13: ..

by marvin2k on 03/22/2007 15:50

it,s dificult texture a model without it. what models need you texturize? maybe with images will be more interesant. its only a sugestion.

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#14: Re: ..

by kurtis84 on 03/23/2007 23:14, refers to #13

The models he's talking about are already in the sauer package ( the gui package ).

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#15: Ah...

by abcord on 03/28/2007 18:57

You are not really looking for a texture artist... You are looking for a skinner, which is similar but considerably more difficult.

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#16: Re: ..

by dcp on 03/29/2007 03:32, refers to #12

>>but what is needed is an artist to paint the uv mapped textures of character models after they have been skinned. <<

this has proven to be very difficult.

i got the best results for all my models by skinning and texturizing them when actually uv-mapping them! part by part, if you know what i mean.

paint a skin for a model which is already uv-mapped is a very annoying task...

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#17: Re: Ah...

by Minion...Seriously on 03/29/2007 03:43, refers to #15

A skinner is a texture artist, and difficulty is relative.

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#18: Re: ..

by Passa on 03/29/2007 13:37, refers to #16

:O

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#19: Re: ..

by shadow,516 on 03/29/2007 23:10, refers to #16

O_O;

OMG, it's DCP!

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#20: Re: ..

by Aardappel_ on 03/30/2007 02:46, refers to #16

welcome back dcp :)

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#21: Re: ..

by dcp on 04/11/2007 02:56, refers to #20

OMG? welcome back? lol...

i read some threads now and then over here... but since i discovered that most of you would like .mdxxx models more than .md2 and i found no explanation how to make transparency work in skins (like in the new trees for the sauer engine for example) i haven't much to say anymore... ;-)

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#22: Re: ..

by tentus_ on 04/11/2007 05:13, refers to #21

When you make the skin, use a PNG with transparency. If you've got Photoshop or similar, just create a 256x256 with a transparent background rather than a white or second color background. As far as I know, that is all there is to it.

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#23: Re: ..

by dcp on 04/12/2007 05:00, refers to #22

thanx tentus, i'll check it...

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