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  Wipeout clone requires 3D modeler  (Read 4136 times)
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Offline ap_kelly

Junior Member




Java rocks!


« Posted 2005-10-10 10:53:13 »

Hi,

I'm working on a basic Wipeout clone, and I need someone who is willing to help me create 3D models. I'm still completely confused by Blender.

At first all I'm after is a model of a ship that I can move around my world. Later I'll be looking for level designers, after I have a basic ship working.

If you're interested then please reply.

Andy.

PS: Here are some schematics I "borrowed" from the wipeout fan site (www.wipeoutzone.com) that may help you start the modelling process.



Offline oNyx

JGO Coder


Medals: 1


pixels! :x


« Reply #1 - Posted 2005-10-10 16:55:37 »

>I'm still completely confused by Blender.

Give wings a try Wink

弾幕 ☆ @mahonnaiseblog
Offline g666

Junior Member





« Reply #2 - Posted 2005-10-10 21:26:02 »

i am not *completely* confused by blender, maybe i will try to make a small model. Where do i send it, what format?

desperately seeking sanity
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Offline cborders

Junior Member





« Reply #3 - Posted 2005-10-10 21:43:56 »

I am new to Modeling, but I'd like to give it a go!  If you post your contact info I'll send you what I come up with as well.
Offline ap_kelly

Junior Member




Java rocks!


« Reply #4 - Posted 2005-10-11 10:04:17 »

Wow, I didn't expect to see replies so soon, it's very encouraging.

I'm not fussed what format the file is in, I've managed to load 3ds files in the past, but I'm willing to accept it in any format as long as I can work out what to do with it. I'm going to be using LWJGL rather than Xith3D ot Java3D so perhaps nothing too fancy, but that does mean I can use the LWJGL XML format if Blender can export it.

You can contact me via email through my website Swizel Studios.

A place in the credits is awaiting you!

Cheers,

Andy.

Offline g666

Junior Member





« Reply #5 - Posted 2005-10-11 21:27:00 »

I now only need some free textures >.<

desperately seeking sanity
Offline ap_kelly

Junior Member




Java rocks!


« Reply #6 - Posted 2005-10-12 00:38:00 »

I'm willing to accept models from more than one person, but it would be nice if the models were the same scale, I mean it's no good one being 80x80x80 and another being 300x100x500 pixels in dimension.

Does anyone have any thoughts on what  a good set of maximum dimensions would be? That way everyones models will look good when placed next to the others on the track.

Thanks again,

Andy.

Offline oNyx

JGO Coder


Medals: 1


pixels! :x


« Reply #7 - Posted 2005-10-12 01:05:11 »

Pixels? Smiley

You mean units, which are at the end pretty pointless anyways. Each modeller uses his own scale... so maybe its the best (easiest) thing to just scale em at the very end.

You could for example give a rough figure for the dimensions of the ship in... uh... meters. Or you could create a obj (for example) file with 2 cuboids. The big one can be used as guide for the size of the ship and the smaller one is the size of a human... used for getting the scale of the cockpit right.

Apart from that the models should have roughly the same amount of polys. The ships in the first wipEout were *very* low poly. The amount of polygons was so low that they could have been created with a text editor (seriously).

Oh and textures. You should also specify the size.

弾幕 ☆ @mahonnaiseblog
Offline g666

Junior Member





« Reply #8 - Posted 2005-10-13 20:58:32 »

I had a little go and the took some screenshots-attached.
Is this what u want kinda?

desperately seeking sanity
Offline ap_kelly

Junior Member




Java rocks!


« Reply #9 - Posted 2005-10-14 01:23:13 »

oNyx, I guess I still have my 2d sprite hat on thinking in pixels, I thought the similar theory would apply when creating a 3d model.

g666, those models look great, I especially like the 2nd one, the first reminds me of a ship mentioned in the book that has inspired this game - Hovercar Racer (www.hovercarracer.com)

Cheers,

Andy.

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