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    posted a message on $2,000 : Create some abilities in 3ds max

    Position filled.

    Posted in: Team Recruitment
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    posted a message on $2,000 : Create some abilities in 3ds max

    Hi everyone ~

    I'm looking to bring someone on board a project immediately to assist 1-2 others over the next 3-4 weeks create ability effects in 3ds max 2011.  We have a stockpile of textures available, so if you aren't good at making textures that's not a dealbreaker.

     

    The one rule we have is you can not include SC2 assets in your work.

     

    If this sounds like something you could do, don't assume that because a nice chunk of change is on the table that we're expecting out of this world quality.

     

    Please PM me skype contact info if you are interested and I'll send an NDA your way and explain the details of the project.

     

    Please note: This will NOT be a project that lingers on for months like some projects do; there are strict deadlines in place that cannot be adjusted.

    Posted in: Team Recruitment
  • 1.32776745726588

    posted a message on RTC contest partner (I am looking to be one)

    First thread I've had time to read in a long while.  Wish mapster was a more mature community.  Would be cool if some of the mature active folks could ping mods to start hiding unproductive posts.  At least that would move things in the right direction and maybe one day the majority of the reading would be worthwhile.  I unfortunately don't have time to read kids arguing.

    Hope you found a partner GlornII.

    My 2 cents to the ones who don't see the value in someone who doesn't know co-op/ladder games: When building a team you want individuals who compliment one another.  In this scenario GlornII would clearly be assisting a teammate to create their vision and they would be the one with the understanding of what is necessary and appropriate for a co-op game.  This is why having an understanding of what his strengths are, which he explains in his original post, is valuable information.  If you suck at any of the things which are his strengths, boom, you guys compliment each other great and would be a good duo.

     

    One of the most powerful things you can do is admit to yourself and others what you aren't good at.  Until you do this you can't know who compliments you well.

    Posted in: Team Recruitment
  • 0

    posted a message on [Paid Position] Carbot Mod 3DS Max Modeler

    I think I've filled the position, if it turns out that's not the case I'll let you know.

    Posted in: Team Recruitment
  • 0

    posted a message on [Paid Position] Carbot Mod 3DS Max Modeler

    Hey guys and gals, we've got at least a temporary opening over the next couple of months for someone to help out with 3DS Max modeling on the Carbot mod. Believe it or not even though it's 2D art we're using models.

    You don't necessarily have to be very good with 3ds max because I can teach you the majority of what you need to know, but I'm looking for someone who knows the basics at least and has used the art tools before. If you have experience with SC2 particles you'd be a prime candidate.

    If you would like more details feel free to ask and if you're interested let me know below or PM me.

    Posted in: Team Recruitment
  • 0

    posted a message on [Solved] Need help with Beams in 3ds max

    Awesome, very much appreciated. We'll give this a shot.

    Posted in: Artist Tavern
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    posted a message on [Solved] Need help with Beams in 3ds max

    I just need to know where to start to create a beam in 3ds max and hopefully I'll be able to take it from there. We're trying to figure it out for the StarCrafts Mod, so it's going to be a 2D art asset used for the beam art (if possible).

    Ultimately, every single sc2 beam will be recreated so I'm just trying to find out the method for creating one in general for starters.

    Posted in: Artist Tavern
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    posted a message on [Solved] Need help with Beams in 3ds max

    Does anyone know how to create a beam in 3ds max? Would be super helpful.

    Posted in: Artist Tavern
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    posted a message on BlizWizard Questions

    Here's a list of all the stuff you can do in wizard xml. Some of the descriptions are reworded to hopefully make it easier to understand than the help docs, but in the end this is meant to be a quick reference more than anything.

    Posted in: General Chat
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    posted a message on Multiple spritesheets for a single model possible?

    In Carbot's game currently we've got all the animations for a unit in one spritesheet right now. This leads to a spritesheet for the marauder being about 8000x4500 currently.

    I'm curious if anyone would know how to utilize multiple sprite sheets in a single model in 3ds max (Anywhere from 2 - 40) If that's too much of a loaded question, if you know how to animate the opacity of a model OR material in a scene that would help with one solution we're considering. (In 3ds max, not the data module of the editor)

    Thanks

    Posted in: Artist Tavern
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    posted a message on [Paid] Carbot's "StarCrafts Mod" Data Editor Assistant Position

    I don't know how servers work in Cuba but I'd recommend looking into using a proxy to allow you to connect to b.net. That would probably help you out. Used to use them to access blocked things in school way back.

    Posted in: Team Recruitment
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    posted a message on [paid] Looking for private tutor for sc2mapeditor

    I have been using the SC2 editor since the day it was released in beta; April 2010. Additionally I have worked on about a dozen projects, 3 of which have been #1 games for many consecutive months in multiple regions. I am currently the lead modder for Carbot Animation's StarCrafts Mod which you can learn about in the video on the site linked below.

    https://www.indiegogo.com/projects/the-starcrafts-mod/

    Let me know details of what you would like to learn and how long-term you would expect this to last. I live in Dallas, Texas but to be honest, sharing screens on Skype is extremely effective and the video footage can be recorded permanently so you can rewatch anything you please. My Skype username is WadeWazenegger if you would like to discuss things further.

    Posted in: General Chat
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    posted a message on Steam have now steamworkshop. Pay for mods. When blizzard gonna wake up ?!?!

    I'm 20 minutes into that 2 hour long TotalBiscuit video and it's fantastic so far. Highly recommended.

    Posted in: General Chat
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    posted a message on Steam have now steamworkshop. Pay for mods. When blizzard gonna wake up ?!?!
    Quote from Trieva: Go

    @VindicatorDX: Go

    These are common expressions I've seen and it is my firm opinion that more time, effort, and skill does not always mean a better game. I'm sure there are plenty of examples out there but one that comes to my mind is Duke Nukem Forever. It is simply not that easy to make a great game with raw money and time, otherwise all games released by 'AAA' studios would have been mega hits with little or no complaints from players, reviewers, or critics.

    About your comment Zolden, I don't see why developers/designers must push the engine/tools to their limit and implement games with the most complex methods possible. Similar to what I just said I'm pretty sure players don't care about that. As long as you make a very good and enjoyable game play experience they don't mind if it takes 5 years, 5 hours, expert programming, etc. It's the end product that matters which Extra Credits touched on in a video and the Totalbiscuit video (I linked in this post) mentions that too. Players aren't going to rip into the source code of every game they play and go 'wow, this developer used this super complex array, structure, and variable so it must be a good game' :P . As a developer you can certainly be proud of complex or technical achievements but the players don't really care about that.

    Seeing as how SC2 modding is so powerful allowing any kind of game possible I would say it's very similar to indie game development. Making a successful and truly fun game takes a passion and resilience. If alot of developers (which seems to be the case) are constantly worried about the time spent on your projects then game design likely isn't for you. You simply can't rush art.

    I said potential. Will more time and resources improve the quality of any game or project? No, and Duke Nukem Forever is a great example of this.

    Having more time and resources allows you to raise the bar. There are projects abandoned constantly due to lack of time and/or resources.

    Posted in: General Chat
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