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    posted a message on 3D Artist/Modeler Needed. Pay/Trade

    Hey you savvy 3D person! I'm known more widely as "volte", however someone seemed to get that name first here. I'm not sure how that happened as I've always been volte and it's been a pretty obscure name to begin with, but that is neither here nor there.

    So here is the deal.

    Quote:

    A man has got to know his limitations.

    (classic, if you don't know where that's from, you need to watch more old Clint Eastwood movies). Anyhow, what he says is true. I'm in need of some "custom" (I'll explain in a bit) models for a series of maps I'm creating. I took a stab at 3ds Max myself, and found myself flailing around. While I did manage to get a basic model imported, I found my self rotating arms and legs in ways they should never be, and shifting the body so far off it's mark the the animations ceased to exist. That is to say; I'm way out of my league here. While I'm a completely competent coder, and I've found myself to be fairly savvy in the Data Editor and Trigger section, and I can get by with my photoshop skills from days of old, I am by no means anywhere close to even a novice modeler! Alright, enough with the fancy intro and good grammar, lets get down to business. (The test here is that you've actually read this far which should filter out the noobs and deadbeats. Hah!)

    Ok, so what I need is modification of the Raynor Commando unit. This is going to include animations as well. The good news is that the model is pretty much already there, and built and ready to go (thanks Blizzard!). The bad news is, it's still going to require a good amount of work on your part. We'll discuss compensation at the bottom of this post.

    What I need is:

    • Raynor model with no weapon.
    • Raynor having no weapon will require his arms to be adjusted so that he doesn't look like he's carrying an invisible rifle. This includes modifying all the animations so that it looks like he's running/walking with no weapon etc. (The Ghost does this, can be used as a reference point)
    • This rifle that you've now removed needs to be made into it's *own* model. I want the rifle to float, spin and bob in the classic "I'M A SHINNY ITEM WAITING TO BE PICKED UP!! PICK ME UP!!" fashion. Examples of this can be found with the experimental plasma gun that is in the LibertyCampaign.SC2Mod.
    Embed Removed: https://www.youtube.com/v/mEib6JARdPI?fs=1
    • The model needs to also have animations for placing the weapon on the back. A reference (and possibly a solution, as in, copy paste so you don't have to do much work, but what do I know) can be found on the ghost m3 model. When told to hold fire, he slings his rifle to his back. Hot.
    • The model also needs to be able to go into "prone" and crawl along the ground. This will also require a death animation when in the prone position.
    • The next thing that needs to happen is the rifle that the aforementioned Ghost has, removed, and made into it's own pickup model (bobbing) and equipped model (attached to the unit model).
    • The Chaingun from TychusChaingun needs to be removed and created into its own pickup model (bobbing) and equipped model (attached to the unit model).
    • The Gauss rifle needs to be removed from RaynorMarine and made into its own pickup model (bobbing) and equipped model (attached to the unit model).
    • The shield from the marine needs to be removed and made into it's own pickup model (bobbing) and equipped model (attached to the unit model).
      • I don't know if the RaynorCommando model has an attachment point for a shield on the arm, but it will need one.
    • Since I can't find other models to use, I'll also need some new models built from scratch. These include
      • A weapon that looks like a flamethrower (pickup model and equipped model)
      • This will require some animations for the Raynor Marine model so that when he's carrying it, he sways gently back and forth like someone would when using a flamethrower to get a wide spread.
      • A weapon that looks like a rocket launcher (pickup model and equipped model)
        • The animation for this would require a modification of the current firing animation, which is essentially the unit shaking forward and backwards (simulating recoil). The rocket launcher of course would need a much bigger recoil, along with a reload animation (something simple like him just reaching up and touching the tip, or holding the launcher out and touching the side. (It doesn't need to be detailed, it just has to be attempted :P)

    Problems you may encounter

    • In an attempt to do a quick proof of concept, Otixa (from IRC, idk if he's on here) was kind enough (after I got him the .m3 file) to rip off the rifle from the marine and re-export it. Technical issues aside (on my end) I got the model back into the game, but realized that the animations were a bit messed up. (I certainly don't hold Otixa at fault) but the fact is they're messed up, so if you're going to take on this project, you're gonna need to have animation skills. (He didn't really spend any time validating animations).

    I think that does it for now. Ultimately I'll want to change the textures of the model, but that can either be done via photoshop, and or some other person so if you're not good with photoshop don't hesitate because it's not a requirement.

    Ultimately I'm looking for someone who's pretty experienced, maybe still in college or what have you and wants to do some good work and make some extra cash. Now speaking of cash, lets talk about compensation.

    You have two point five options;

    1. You can do this work for me, and I'll pay you, but I receive all rights to the work (we'll draft up a contract and work order so it's official). I'd pay you as a contractor essentially, but we can also do it donation style and keep it under the table (yea, IRS, I'm looking at you, whatcha gonna do?)

    or

    I can do trigger/data editor work for you in exchange for the work you do. This one is kinda iffy as there is no real way to quantify work for work, but I guess we could do it on a piece by piece basis. Ultimately I expect most of you to be more interested in cash.

    1. You can do it "Pro bono" and keep the rights. If that's the case, then I'm really sorta out of the loop and you're just doing it for fun so I don't really have much control over the situation. If I said I wanted xyz you could say F-off and well yea. If you did it pro bono you could do whatever you wanted with the work, release it free to the community or sell it :P

    As a side note, if we go with #1, I won't be keeping the files to myself, just until I get the map done and good to go. I'm all about sharing and I'm sure this community is too. I normally cringe when people talk about proprietary and closed source stuff. Think about what a great asset this would be for the mapping community!

    One more footnote. You may be thinking "This is impossible, nobody will do this, it's too tall an order." If that's the case, well, the job is probably too big for you anyway, so no hard feelings, however just as an example, take a look at what was done for WC3:

    Sniper Marine

    http://www.hiveworkshop.com/forums/resource_images/3/models_2808_screenshot.jpg

    Heavy Marine

    http://www.hiveworkshop.com/forums/resource_images/3/models_2807_screenshot.jpg

    Light Marine

    http://www.hiveworkshop.com/forums/resource_images/3/models_2806_screenshot.jpg

    Attachable Weapons

    http://www.wc3c.net/attachment.php?attachmentid=16054&d=1163931382

    So, if you still think you're the guy or gal for the job, let me know if you're interested and we can talk specifics.

    Posted in: Team Recruitment
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    posted a message on Creating an AOE knockback effect
    • Tries it*

    AHAHAHAHA! Perfect! Thanks Torrak, you rock.

    Posted in: Miscellaneous Development
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    posted a message on Creating an AOE knockback effect

    I want to do something similar to this, but only when a unit attacks the other unit.

    Unit A -> Retaliate ability on autocast Unit B -> Attacks Unit A Unit A -> Has energy, Retaliate ability is called on Unit B

    Posted in: Miscellaneous Development
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