View Full Version : Help Make a Game! 3D Modeling and Animation
eggy101
February 26th, 2013, 03:39 AM
Hey Names Jake,
In a few weeks be and a group of people are stepping out of R&D phase and are taking the next step to make our game. We are making a simple FPS (Low graphics) There is currently 5 of us and we need people with any remote 3d skills willing to hellp. post here an we will chat if you think you can help.
Jake
P.S Muscians (especially Violists and Pianists also hit me up)
Gwen
February 26th, 2013, 03:46 AM
I'd be willing to help but I need more information I can help with graphics and I know someone if any concept art need done. Anything in particular your looking for?
eggy101
March 2nd, 2013, 05:58 AM
What information do you need? We are still R&D so nothing is solid. And do you have Kik? It would be convenient to chat not post. But either way tell me what you need.
Axw_JD
March 3rd, 2013, 04:37 PM
Is this the first game you are making? Why the hell are you starting with 3D?
Castle of Glass
March 4th, 2013, 02:19 AM
i am a indie game developer/Musician. I can also get my friend maybe to help you(non VTer), but first i need to know a couple things:
What engine?
Are any of you Programmers?
Do you need a 3D modeler and animator or someone who knows how to make 3d games?
what sort of music genre would you need?
TheMatrix
March 4th, 2013, 02:20 AM
While I'd love to help, just "making an FPS" isn't very specific. Do you have some sort of objective or story as the centre of the game?
I suppose I could help with the programming aspect of it, although obviously I can't do everything myself. You don't want to see my art(which consists of simple cubes and spheres -- rendered using several lines of C++, of course).
My email address is in my signature(perks of being on staff :-)), and my skype is listed in my profile information here. Or you can send me a PM or VM, that works too.
Hopefully we can make something of this! :)
TheAppleProsS
March 4th, 2013, 11:51 AM
i could help with 3D modeling if you need any thing there, that i have been designing models for 3yrs
IVIodern
March 4th, 2013, 04:52 PM
It really would depend what engine it is being created on. I may be able to help with the programming aspect of it (C# and Javascript), if needed.
Erasmus
March 4th, 2013, 04:54 PM
I play piano, if needed :P
eggy101
March 5th, 2013, 04:02 AM
Hey wow thanks for all the replies.
For programming I have two programmers (more always welcome) 3-D modelling is a big one anyone at all who is willing to help be greatly appreciated.
As for music genre is up to (can make that your department ) but we would need varying moods (relaxed, fast, full on etc)
As for the actual game there isn't much to tell you, when I have a team you can help me make the game/ideas so it would be out project.
And for engine Unreal Engine 3
The only problem I am facing ATM is talking to you guys (I'm in Australia) so I need some way to talk to you all in a group convo (maybe email) but aye we'll figure it out.
Thanks,
Jake
TheMatrix
March 6th, 2013, 12:02 AM
And for engine Unreal Engine 3
I'm afraid I can't use that, as it only seems to run on Windows. Plus, it has a licence agreement which I don't agree with.
And most importantly, you need to program it using some kind of flowchart system. It looks like LabView, which I hate with a passion. And I can't find a documentation link quickly, either, which is the mark of a useless library.
Instead, consider using OGRE (http://www.ogre3d.org/), which is something I can work with much more. And it runs on many more platforms, too.
Castle of Glass
March 6th, 2013, 01:01 AM
For programming I have two programmers (more always welcome)
And for engine Unreal Engine 3
Well, i am a javascript programmer, and for the engine, use UNITY 3D, free and it is an amazing easy to use engine with the stuff from UDK(Unreal Development Kit)
I'll see what i can do about the music.
eggy101
March 6th, 2013, 04:06 AM
Java is currently what where planning on using but need someone willing to learn UnrealScript, as for the whinge its not changing (sorry) but we've used it before and it's has special presets for what we specifically need. As for the flow charts are you confused with cryengine 3? Because I know it uses a flow chrt system and I haven't come in contact with flow charts in udk.
So who's in? We really need 3d modellers and animators.
Thanks
Stuey1
March 6th, 2013, 11:59 AM
good luck hope to see finished project
Castle of Glass
March 6th, 2013, 07:49 PM
i'll help you as much as possible. send me pm
Axw_JD
March 10th, 2013, 08:46 PM
I'm afraid I can't use that, as it only seems to run on Windows. Plus, it has a licence agreement which I don't agree with.
And most importantly, you need to program it using some kind of flowchart system. It looks like LabView, which I hate with a passion. And I can't find a documentation link quickly, either, which is the mark of a useless library.
Instead, consider using OGRE, which is something I can work with much more. And it runs on many more platforms, too.
Why would anyone in their right mind go from a fully featured engine like Unreal to a barebones DX / OGL Abstraction Layer like OGRE, specially with a team of programmers without experience with building game engines?
Sometimes, you gotta take off the open source glasses you wear and distort your reality and see the world like normal people do. OGRE isn't comparable to Unreal.
If you don't agree with license agreements, then the video game industry is probably not the right place for you to begin with, as any game worth the time playing has been proprietary to an extent (even if the engine / source is made available later on).
TheMatrix
March 11th, 2013, 01:17 AM
Why would anyone in their right mind go from a fully featured engine like Unreal to a barebones DX / OGL Abstraction Layer like OGRE, specially with a team of programmers without experience with building game engines?
Because I have never liked programming in flowcharts. But don't let me stop you! You should by all means go ahead and use whatever you like.
The reason for this is that instead of trying to picture how all the little boxes should go together and follow the maze of little lines connecting them, I can just crank out a few dozen lines of C++ that does the same thing, and would make more sense to me. Maybe that doesn't work out for everyone. I can understand that.
I haven't looked at the other one in detail, but I just looked at one random screenshot, and was instantly reminded of LabView and all its corresponding nightmares. Maybe it's not LabView, maybe it's something better. Who knows?
Sometimes, you gotta take off the open source glasses you wear and distort your reality and see the world like normal people do. OGRE isn't comparable to Unreal.
If you don't agree with license agreements, then the video game industry is probably not the right place for you to begin with, as any game worth the time playing has been proprietary to an extent (even if the engine / source is made available later on).
Yeah, I know that. And it's unfortunate, really, although I do see why they'd do it. I could go on a long ramble about my beliefs on software licensing and such, but I'll save it for another day. In short, however:
I like to look at the source to figure out what a library does, and how to use it if the documentation has mistakes. For me, as your average suburban teenager, this means that Free Software(in the GNU sense) most often fits that criteria. However, once I get a job someplace, this means that most likely I get to see the source there. So I can use that.
Fine, maybe I'll even use Unity or whatever other . As long as it's usable and working, I guess I could do it. The reason why I prefer open source/free software libraries in general is because if somebody forgets to document something properly, I can go in and look at the source to figure out what it does. That is not possible with proprietary libraries.
Axw_JD
March 11th, 2013, 02:29 AM
Because I have never liked programming in flowcharts. But don't let me stop you! You should by all means go ahead and use whatever you like.
The reason for this is that instead of trying to picture how all the little boxes should go together and follow the maze of little lines connecting them, I can just crank out a few dozen lines of C++ that does the same thing, and would make more sense to me. Maybe that doesn't work out for everyone. I can understand that.
I haven't looked at the other one in detail, but I just looked at one random screenshot, and was instantly reminded of LabView and all its corresponding nightmares. Maybe it's not LabView, maybe it's something better. Who knows?
Yeah, I know that. And it's unfortunate, really, although I do see why they'd do it. I could go on a long ramble about my beliefs on software licensing and such, but I'll save it for another day. In short, however:
I like to look at the source to figure out what a library does, and how to use it if the documentation has mistakes. For me, as your average suburban teenager, this means that Free Software(in the GNU sense) most often fits that criteria. However, once I get a job someplace, this means that most likely I get to see the source there. So I can use that.
Fine, maybe I'll even use Unity or whatever other . As long as it's usable and working, I guess I could do it. The reason why I prefer open source/free software libraries in general is because if somebody forgets to document something properly, I can go in and look at the source to figure out what it does. That is not possible with proprietary libraries.
You probably have never programmed anything serious in a proper way then. Flowcharts are only one way to visualize and design software. UML Diagrams are a standard way for this (but aren't the implementation itself, is just a visual representation of it to ease the development process).
The point is that you are comparing apples to oranges here. One is a fully featured professional game engine, while the other is only the graphics system -a software abstraction layer of OGL / DX- and nothing else.
In the end, the cool thing about games is that almost all engines for real games (and I am excluding crappy facebook and android games from the list) are written in C++ and/or C# (with help from scripting languages of course), which means you can actually rewrite and override whatever doesn't work for you anyways. If the documentation is ambiguous or unclear, and you really want a feature you can do so.
TheMatrix
March 12th, 2013, 11:32 PM
Flowcharts are only one way to visualize and design software. UML Diagrams are a standard way for this (but aren't the implementation itself, is just a visual representation of it to ease the development process).
Like I said, I haven't looked at it in detail. In just a quick glance, I saw boxes with lines and things, and remembered the horrors of flowchart-programming. Surely we've all used NXT at some point in our lives, and we remember how that was? Or if you've ever participated in FRC, and the Powers That Be decided to get LabView to program instead of the WPI libraries? And we remember how that went? Now you see my point.
As long as I can implement something in C++, it's all good.
The point is that you are comparing apples to oranges here. One is a fully featured professional game engine, while the other is only the graphics system -a software abstraction layer of OGL / DX- and nothing else.
True, but add a bit of physics code here, some animation code there, and a bit of input handling there, and it seems like we've got something going. Mind you, we'll keep them separate, of course.
~~~
There's a few concerns I've got with Unreal Engine, though.
The first is that you apparently can only do things on Windows. While I guess I could work with that, I'd much rather use my trusty desktop, since it works for me -- and it runs Linux. There is an alternative -- Torque3D (http://www.garagegames.com/products/torque-3d), from Garage Games, which is not only free software(MIT license), but it supports the 3 standard platforms(Windows, MacOS X, and Linux). You should, of course, check to make sure it does what you need it to do.
The other concern is licensing. I'm not sure if that's going to be an issue at all, it depends on if you want to sell the game or not. Unreal Engine wants some amount of money for "commercial use", which I can't find their definition of.* The MIT license doesn't require that. Maybe we won't end up selling it. I don't know your plans, OP :P
* If you didn't know, "commercial use" can mean "sold X copies in Y time", "made more than X amount in Y time", and many more. Epic Games only says "commercial use". Unless, of course, I missed the definition.
eggy101
March 23rd, 2013, 11:15 PM
Hey ive been absent for a while, you said something about C++, do you know it? Anyways i need and easier way to talk to you guys other than PM or this forum, that way we can flow (if your willing to help). I have kik and you can converse with up to 9 peeps in one convo so if you got it and want to help just pm your name and ill send you a message.
Jake.
Mayon
April 7th, 2013, 06:09 PM
I can do 3D Modeling (3DS Max 2013) and other animations for you, maybe even some smoke/fire and water simulations too.
PM me (Not sure if I have posted enough to be able to reply, so if no reply for a long time, send an email :)
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