...Maya artist, mel programming, puppeteer...
Hi all,
I breifly coresponded with goodkebab concerning his search for animator on a moddb posting, and just curious if the team's still in need of an experienced animator. ???
if so, i'll be happy to follow up on this post and share more info with you regarding my professional profile, skill set, experience, and all that good stuff. ;D
Feel free to check out some of the work samples available on my portfolio site, located at the following URL ... http://www.OmniZed.com
Questions, comments, and critiques are welcomed and encouraged.
Best regards
Quote from: limikkin on August 06, 2007, 10:02:56 PM
mel programming
Since all (mainstream) programming languages are pretty much the same, does that mean you could do UnrealScript too?
Hi,
I've looked at your site and your work seems to be just what we'd like to have.
Do you prefer animating bi-peds or other kinds of models?
As you might have seen, we're working on a Mod for UE3. I saw you've got experience with that so that's great.
We don't have many things to animate/rig (yet), so the Spy and Merc model will be the main focus. Which can be used as portfolio of course :).
Just read the script. It's short, you clearly know how to read documentation and find what you need. But you're almost as bad as me when naming variables ;)
...did it really take 4 years to make?
Edit: You have C++ on your resume. Do you not know a lot of C++ or is it just not the skill you want to join us with (you're not interested in practicing your programming)?
Edit2: Your CT experience? Just curious.
Hire him. I want that running goat as a hidden secret in the game. Which you can ride into mercs!
The work I saw on your site seems good. If you are interested and committed (and love SC of course), I think you'll feel right at home with Project Stealth.
I hope they put you on the team, this project needs your talent. ;)
You're in, but maybe it's nice to show some more animation. A more humanoid model?
Woot, good to see you posted!
lol Overstatement...indeed. No, it didnt take me 4 years to make...it was figuring out what to name the variables that took the majority of the time :-P And you're still not satisfied. But seriously though...all beastiality aside, for now anyway.
What i would like to offer, as goodkebab touched on this possibility in the moddb.com post, the understanding and willingness to barter skill set and talent to accomplish our goals. I like the idea of combining skills in working towards a common goal, and i dont see very much of that with these projects. If it can be done, then, why not? So, what the hell am i talking about and hinting at?
Ok, as you probably know as mentioned on my site, i'm involved with the W.L.Jenkins Mod Team, specifically character and weapon development. If we are able to acquire a character modeler, it would allow me to focus my attention and efforts towards character rigs and animation. After checking out the Spy and Merc character renders, it's obvious that there is a hi-level of skill in that department...and a balance of interests towards attaining our goals.
And btw, animating bipeds are cool with meââ,¬Â¦and much easier to animate. No preference really. I guess the reason for my other rigs (of non-bipedal or non-traditional bipeds) was to produce a challenge and something different from the norm, to show understanding and ingenuity to create the need for developing an original rig ââ,¬Â¦ or in other words, itââ,¬â,,¢s not a ripped, recycled or open sourced rig.
regarding programming and unreal script, as this seems to be real need for that here. Object-oriented programming ... yes, i image it would possible for me to pick up unreal scripting, since it is another object-oriented programming language. But after reading my little shpeel above, you can see the direction i'm in, and while uScripting wouldnt necessarily be a direct conflict of interests, i would be spreading myself too thin.
We do have a programmer, whether or not he is able to aid in Project Stealth's programming is entirely up to him. I'm kinda going out on a limb to offer resources/allies in character and weapon development.
I did refer your info to an interested programmer's recent post...looking for a mod team. And any others, I will gladly send your way.
Talk it over and if this is something Project Stealth is interested in, free goats for everyone...and let the rigging / animating begin!
I am all up for donating my character modelling skills once I am done with the Merc. Question is, how many characters?
You should not have to re-rig the spy unless you really wanted to, but I will let you have a go at it first before you decide that. The Merc is modelled at the exact proportions of the Spy, so you will be able to use the identical Rig and will be able to copy a lot of the weighting (with minor fixing).
Animation is a LOT of work, so my advice is concentrate on that, and getting animations into the game before even thinking about unreal script. We have a couple programmers and some not-quite coders that should take the brunt of that work. Your experience in that is a definate plus though, and should help the rest of the team significantly.
We have a couple guys here, that might prove willing to help. I am not quite sure what you really need or want for your mod team.
Now would also be a great time to point out that the the spy needs more animations than a regular character. There are a couple dozen animations that need to be done.
frvge, i can provide a more humanoid animation if needed. I was actually working on uploading an example to my site, but I started sinking into action scripting to correct the loops from dragging or sticking...and mod work / involvement is priority for me right now. But it is definitely something i plan on revisiting to showcase work.
also... www.wljenkins.com is the mod url, if interested in checking out the characters, story, etc. The concept and stories of each are definitely not one in the same...drastically different actually, except possibly on Sundays if I understand correctly...lol (referring to an earlier post )
and btw, yes, a SC fan too...with the calendar hanging next the monitors.
there are aids in developing character meshes if needed, but they depend on the type of workflow and come in the form of files. Itââ,¬â,,¢s not a cure all but a little relief.
Workflow = Maya/3Ds max > zBrush/Mudbox (for hi-res to normal map) > back to maya, of course for animating > UE3 > in-gameââ,¬Â¦play on!
Great, goodkebab! good to hear from you. And thank you.
What weââ,¬â,,¢re looking for is character meshes to be modeled.
3 min
5-6 max
if secondary characters are being considered for your mod, this could be a good opportunity as well.
If you need to downgrade my membership for discussions, I understand...feel free.
And thank you for acceptance onto the team. ;D
6 characters is a lot -maybe to much to think about right now.
3 I can do, and if you are clever...there should be a modular way to create variations using the existing assets.
I will need finalized concept sketches once I am ready to start.
btw: Jenkins looks really wicked....he will look pretty cool as a model :D
atm: I dont know how we can use these guys for PS, certainly not as NPCs....perhaps as a dead carcass somewhere if the map provides for it.
References to the WL Jenkins mod in some picture would be nice :p I like stuff like that ^^.
But I'd agree with dead bodies in unaccessible places. Although I have no idea where we can use that right now.
;D
as long as there are no zombies or stupid npcs like in sc5 XD
i think it's a great idea for 2 mod teams to help each other out.