Forums » Suggestions

Post ship design requirements and methodology

Jul 25, 2008 Impavid link
While I know that the majority of player designed ships are utter CRAP, I also know that there are at least 2 extremely talented 3d artists playing VO and willing to submit models for ships and stations. The problem as Inc has often stated, is that there are specific requirements for texture mapping and modeling which must be taken into account.

So, why not publish exact requirements?

If you posted the methodology for translating models into VO usable objects, you could conceivably draw upon player designed ships, stations and equipment with almost no cost in time or money to you. People post their goodies, and if you like them and think they fit, you use them somewhere. If not, you just... don't.

Free content for a sweet ass Online Game. Might even draw in some crazy good artists just looking for an opportunity.
Jul 25, 2008 genka link
What am I, some sort of search fairy?
http://www.vendetta-online.com/x/msgboard/1/11002#128814

edit:
Also, I'm pretty sure there isn't one even remotely talented 3D artist in the whole of VO's community that is willing to part with even an hours worth of work for free.
Jul 25, 2008 Dr. Lecter link
What am I, some sort of search fairy?


No, I don't think the 'search' qualifier is necessary, genka.
Jul 25, 2008 incarnate link
There was basically a tutorial in the old Design Wiki. I moved it over to the Trac wiki, but of course that isn't public yet.

Honestly though, I think any experienced 3D artist could figure out the requirements on their own. Our capships are around 5-10k polies, our fighter ships usually under 2-4k. We clearly use diffuse, normal, specular and illumination maps (just like everyone else in the industry, pretty much). Our normal maps are tangent space, but again, hardly anyone uses object space anymore.

Basically, one could learn our "requirements" by going through any of the myriad of online tutorials on how to make game content. Pretty much any modern game content.

If someone comes to me with a really great design for some sort of fully realized content, complete with all maps and so on, and is willing to essentially sign away their work in exchange for portfolio usage/a game credit, I'll be happy to talk to them. That was how Luis came to us. He was an experienced game developer, and it showed in his portfolio.

On the other hand, and I mean no offense by this, I don't really need to be inundated by a bajillion people with an elaborate "ship idea" and a contorted box for an example (I like to encourage people to become artists or whatever if they want, but all that critical feedback takes time, and I'm busy enough as it is). Even really nice unmapped models aren't very useful to me (as I've stated elsewhere). I'm looking for AAA-quality complete graphical work here, with extensive shader maps and clear planning into how the shaders are utilized. To date, no one other than Luis has been in the right ballpark.. and even he required a fair amount of extra training by me before I thought his work was really usable (he tended to get lazy on smoothing groups, floating vertices, and other critical attention-to-detail areas). For reference, the Teradon, Constellation, Raptor and EC-89 are all examples of stuff that "made it".

Also, due to how things worked out with Luis, it would also need to be someone who won't bail on me after I spend several man-months training them and giving them design feedback and direction.
Jul 25, 2008 Dr. Lecter link
Also, due to how things worked out with Luis, it would also need to be someone who won't bail on me after I spend several man-months training them and giving them design feedback and direction.

Non-compete clause much, Inc.?
Jul 25, 2008 Fediroc link
I keep seeing floating vertices mentioned. I don't think I've ever heard of a serious problem with them - they're fairly easy to sort out if you have them at all.

Inc is dead-on, however. I'm not sure a design wiki would really be a great help. LOD meshes, collision meshes, multiple maps(including, i would imagine, variable maps), and helper objects... All rather basic fundamentals. Stuff you learn about way before you're considered experienced enough to work solo. There are several notable exceptions to this rule, of course.

So that would land Inc and his crew with submissions generated by a document that taught submitters what they should already know - submissions that most likely would not be up to par. A waste of time, for a team which time may be it's most precious resource.

And genka hit the nail on the head. Who wants to give their work for free? Game credit does not pay the bills in this market.