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Sat Nov 15, 2008 6:14 pm

  • Ok, I'm just making this thread to see how many visual artists are out there and that are willing to contribute to the game. Now, you don't actually have to be a full-fledged visual artist, if you're learning to be one as well (that also has the same goal in mind, to contribute) you can also put yourself on the list.
    I just want to see how many people there are and what their current skill set is. Also, tell us in what application(s) you work in, how skilled you are in that and if you're learning some other application as well.

    Once we know how many people there are and how many are SERIOUSLY considering, and can, contribute, maybe we could divide some tasks between us.
    So here goes:

    -------------------
    I'm a digital artist, modeler mainly.
    I work in:
    Autodesk Maya - Very proficient in that application.
    ZBrush - Proficient
    MaPZone - Intermediate
    Photoshop - Proficient

    I'm currently learning Blender as well - Just started out and know only the basics of that application currently.

    I can model out anything that creativity and imagination allows. There's nothing I cannot do.

    -------------------
    I'm currently working on new flag models. They are all done in the aspect of modeling and texturing. I have problems with getting them animated though and incorporated into a .zym.

    I'm also working on the portals model that the Port-O-Launch creates.
    Last edited by ai on Thu Jan 01, 2009 12:58 pm, edited 4 times in total.
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    ai
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Sat Nov 15, 2008 7:59 pm

  • I'm an inexperienced modeler in blender, currently working on ammo pickups.
    "we alone truly exist, ... the shadows we traverse are but projections of our own desires..." -Dworkin, The Chronicles of Amber

    Visit my website: The Raven's Nest
    Corvus
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Sat Nov 15, 2008 8:30 pm

  • I'm a relatively experienced 3d modeler, and I can also do texture maps (although my textures take a while since my tablet broke). I use Blender predominantly for modeling, although I know some basic 3ds Max operations (and use Max for things like animation and format conversion).

    I can model pretty much anything, but I don't have much experience in designing the actual concepts, which somewhat limits what I do. If a good concept artist were found, my work would be much easier. Right now, I'm working on some maps and two weapon models for Nexuiz, as well as a funny Dalek player model :D.
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    torus
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Sat Nov 15, 2008 8:51 pm

  • I'm a hobby modeler, I can model mostly inorganic stuff and also make full textures for them (diffuse, normal, specular). I use Blender and GIMP for my work.

    Torus: what weapon models are you working on? Hopefully not the shotgun ;)
    Lamoot
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Sat Nov 15, 2008 9:04 pm

  • No, I'm working on the laser, the electro, and now possibly a tracker gun.

    I forgot to mention that I'm quite proficient in organic modeling, especially sculpting in Blender or z-brush. I can make realistic faces/people/monsters with plenty of detail, etc, but I DONT have the skill to make those sculpts into useable player models (I'm not good at optimizing super-high poly models with edgeloops and such).

    I have a suggestion:

    I think it is very important that we use this thread to organize the artists into a kind of content pipeline. AI- Maybe you could change the topic to 'visual artists', to include 2d people (which are needed).
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    torus
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Sat Nov 15, 2008 10:03 pm

Sat Nov 15, 2008 10:13 pm

  • I'll lay it out like you then:

    -------------------
    I work in:
    Blender- Very proficient
    Vue6- proficient (what I am now using to create vegetation for the new LOD)
    3dsMax - Only rudimentary for modeling, can animate and use for conversion though.
    Photoshop - Very proficient, if I have a concept already
    Netradiant- proficient
    -------------------

    I'm slowly learning 3ds, but it's very strange coming from Blender o_o
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    torus
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Sun Nov 16, 2008 8:05 am

  • I hope it's ok to put myself in as well ;)

    -------------------
    I'm a mapper, creating maps/textures
    I work in:
    NetRadiant - Proficient
    GIMP - Proficient
    -------------------

    I'm currently working on my next map, working title: "Old Factory".
    This time my ambition is to create a map that can be included with Nexuiz (matching style/quality/license).
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    sev
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Sun Nov 16, 2008 12:22 pm

  • Forgive me for not listing each program, or method, but the list would be long and not really say anything abt the product anyway ;)

    ---------------------------

    Manual drawing / concepts: Limited
    Photography: Yup

    2D CG - Pixel based: Yup
    2D CG - Vector illustration: Some
    2D CG - Algorithmic images and processing: Yup
    2D CG - Animation: Some
    2D CG - Texturing: Yup

    3D CG - Mesh modeling: Yup
    3D CG - Spline based modeling: Not much
    3D CG - NURMS: No
    3D CG - Sculpting: Yup
    3D CG - Animation: Some
    3D CG - Level design: Some
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sun Nov 16, 2008 12:34 pm

  • I'm a graphic artist and a photographer. I've also tried out some Web design, but nothing too noteworthy.

    I work with:
    Photoshop CS2
    Gimp 2,something
    Olympus OM2 35mm

    I'm able to create website graphics, promotional artwork, and probably a few conceptual sketches. My favourite artists are Peter Jaworowski, Salvador Dalí, and M.C. Escher.

    http://media.newpollution.org/
    Last edited by Mute Print on Sun Nov 16, 2008 6:33 pm, edited 1 time in total.
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    Mute Print
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Sun Nov 16, 2008 1:17 pm

  • Modeller/mapper, mostly do terrains in blender though (and weird maps in radiant: wtf, test99, movemovemove just to name a few :D)

    Can do photographs too, yeah why not
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    FruitieX
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  • ---------------------
    I'm mainly a mapper, but starting out with modeling.
    I work in:
    GtkRadiant: Proficient
    GIMP: Intermediate doodling
    Blender: Intermediate modeling/rigging
    Wings3D: Intermediate modeling
    ---------------------

    I'm hoping that the playermodel I'm working on will eventually be good enough to include in Nexuiz should the developers/community want it. I can do 3D work and a little texturing.
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Sun Nov 16, 2008 6:24 pm

  • I'm more a web developer moving over to other mediums, focusing on GUIs and human interaction systems. Recently I've started mapping but I still a coder at heart.

    -----------------------
    - Photoshop: Advanced
    - GIMP: I can manage but the conventions are pretty dissimilar to Photoshop
    - NetRadiant: As I'm understanding more about shaders, brushes and how the code actually works I'm able to better apply these things. I'm only ~25% of where I want to but in mapping but ~50% of the way on the tools I'm using to do it.
    -----------------------

    I plan on learning blender and creating textures down the line but that's currently out of scope for me.
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    [-z-]
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Sun Nov 16, 2008 6:41 pm

  • Well, uh. :P
    I can draw stuff with good old pencils. And I have some Photoshop/Illustrator experience too.
    Maybe I can continue exploring Blender when all the stuff I have to do irl right now is settled.
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    HarryButt
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Mon Nov 17, 2008 8:16 am

  • Traditional art (Drawing): Pretty good. :wink: Been doing that since I was old enough to hold a pencil. I can draw pretty much anything without reference (though having one speeds up the process), have good sense of proportion, scale, and generally the feeling of 'rightness', if you get what I mean. :P

    Vectorial: Some. Used Inkscape a while back for some of my early lineworks. Pretty much do it all now in GIMP

    2d: The absence of a tablet hinders me, but I can usually wing it with the mouse. Very proficient in GIMP, not so much in Photoshop (though that's more a problem with not being familiar with the interface, than not having the skills in it). Can do linework, digital painting, photomanip, postprocessing, and texturing in GIMP.

    3d: 3dsmax 9 user. Pretty proficient in most stuff (modeling, scenes, etc.). Hopelessly unskilled in animation (as in haven't yet had the time to seriously study it). Can work from concept or from scratch. Can unwrap, texture, render out ambient occlusion maps (both from low-poly, and high-poly projection mapping), and normal maps.

    Texturing: Proficient. Wear and tear on Diffuse, Specularity Maps, Bump Maps, Opacity Maps, Glow Maps etc. I can texture from photo ref or from scratch. Still learning on Normal Maps though.

    My work can be viewed here: http://astepintooblivion.deviantart.com/

    Currently working on the Fury Playermodel (for a series of mechs). Supposed to be modeling a new shotgun, but Lamoot seemed to have it pretty much made. :wink: So will focus on the playermodels for now. Don't have much time though, and I have to focus on another assignment for another project right now. The Fury is at its unwrapping stage atm (which I hate, which is why I'm putting it on backburner for now, LOL, if anyone wants to unwrap it for me... LOL)
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    Oblivion
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Mon Nov 17, 2008 10:52 am

  • Oblivion wrote:The Fury is at its unwrapping stage atm (which I hate, which is why I'm putting it on backburner for now, LOL, if anyone wants to unwrap it for me... LOL)

    Download UVLayout, there's a free demo version of it which pretty much is all you need anyway to unwrap a model. It's a very nice and handy program. Can speed the process up tons. You export to .obj and import to UVLayout then you export from that into Max.

    Maya has a plugin which does this in the background. You pretty much have a script running in Maya and an 'instance' of UVLayout is run and you can do it that way instead of manually export.

    Maybe, if you're lucky, Max might have a similar plugin. Check out this site: http://www.uvlayout.com/
    Look into this, this could possibly greatly speed up your UV unwrapping process if similar thing is there for Max, so I highly recommend it.
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    ai
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Sun Dec 21, 2008 9:41 am

  • torus wrote:No, I'm working on the laser, the electro, and now possibly a tracker gun.


    Corvus wrote: currently working on ammo pickups.


    Do you two perhaps have any renders to show, would be interesting to see them :)

    Oblivion wrote:The Fury is at its unwrapping stage atm (which I hate, which is why I'm putting it on backburner for now, LOL, if anyone wants to unwrap it for me... LOL)


    Sure, send the model over in .obj format or anything else that can be imported into Blender and I'll see what can be done.

    torus wrote:I forgot to mention that I'm quite proficient in organic modeling, especially sculpting in Blender or z-brush. I can make realistic faces/people/monsters with plenty of detail, etc, but I DONT have the skill to make those sculpts into useable player models (I'm not good at optimizing super-high poly models with edgeloops and such).


    In that case our skills complement :) We could cooperate once my current projects are done and I have more time to dedicate to this. -which can still take a while, because I have the same problem as you:

    torus wrote:I can model pretty much anything, but I don't have much experience in designing the actual concepts, which somewhat limits what I do. If a good concept artist were found, my work would be much easier.


    I was wondering if some person/organizer could visit concept art forums/communities and ask if there was anyone willing to contribute concepts for this game. One such place is http://www.conceptart.org/forums/ Of course the approach would have to be right, not sound like we're begging but offering an opportunity for artists there to see their work used in a game.
    Lamoot
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Thu Jan 01, 2009 1:03 pm

  • I'm currently designing different ammo types. I will design MG ammo (already have a concept ready), once that's done the mortar and RL type. But that needs more consideration. I want separate ammo types for these main weapons.
    Had something like this in mind:

    RL - Separate ammo
    Mortar - Separate ammo
    Shotgun - Separate ammo
    Machinegun - Separate ammo
    Nex - Separate ammo
    HLAC - Separate ammo
    Crylink & Electro - Combined ammo
    Hagar & Seeker - Combined ammo

    But I don't really know what the devs think. I did bring it up, but there were no definite answers or ideas. I just got the ball rolling. The main reason why I want separate ammo for the main weapons is that. Now you're not able to limit the ammo for the Nex for instance. As picking up Crylink, Electro and the cells gives ammo to Nex. Same with RL and Mortar which I don't fancy that much :P

    Give your thoughts, but if so, then start a new thread, this thread is mainly here to tell people what they are working on or alike.

    Cheers.

    --------------

    And as an update. The flags are done, animated and all. My part is over, there is a slight coding part for animating the legs when flag is picked up and dropped. But it's not me doing the coding and I'm not even sure if it will work/be implemented. tZork is the person who volunteered himself to do the code, so for any progress on that you'd have to direct any of these questions to him.
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    ai
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Thu Jan 01, 2009 2:34 pm

  • That change would break every single existing map.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Thu Jan 01, 2009 4:05 pm

Thu Jan 01, 2009 4:18 pm

  • I'm a 2D artist mostly, but I really would love to learn 3D modeling. Got a tablet, and a scanner, to scan drawings drawn on paper. So currently I could help Nexuiz only with concept art and such.
    Edit: I forgot to add that I know how to use Photoshop and I'm pretty good with it.
    Last edited by Moneo on Fri Jan 02, 2009 9:44 pm, edited 1 time in total.
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    Moneo
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Thu Jan 01, 2009 5:20 pm

  • Concept art, if you are good at it, would be PHENOMENAL.

    There are people here who can 3d model, but almost no one who can make a really nice 2d concept, so most of our models are done in a 'modeling by the seat of your pants' approach.

    On the art side, I'd say that concept art is possibly the most important thing we need, actually.
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    torus
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Thu Jan 01, 2009 7:56 pm

  • torus wrote:Concept art, if you are good at it, would be PHENOMENAL.

    There are people here who can 3d model, but almost no one who can make a really nice 2d concept, so most of our models are done in a 'modeling by the seat of your pants' approach.

    On the art side, I'd say that concept art is possibly the most important thing we need, actually.


    Fantastic! :D My dream job is to be a 2D artist in a game developer company (or something like that (you know)), and this would be great practice.
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    Moneo
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Thu Jan 01, 2009 9:40 pm

  • Do you maybe have any examples of work you've done? I'm very curious :)
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    torus
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Thu Jan 01, 2009 10:18 pm

  • torus wrote:Do you maybe have any examples of work you've done? I'm very curious :)

    I do have a deviantart account, but Its not the greatest example of my art skills. (pure-moneo.deviantart.com)
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    Moneo
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Tue Feb 03, 2009 10:51 am

  • Ok, the MG ammo is done, so now I'm gonna design a new ammo model for the rockets. I don't think anyone has yet grabbed that project yet so I'm gonna try to finish this rather quickly.

    Morphed is working on some weapon models, Shotgun, Electro, Mortar and possibly some more (forgot), so if anyone wants to do weapons please talk to him first so you don't the the same thing. You can find him on IRC at Quakenet in #nexuiz and #nexuiz.editing. You can also go to Anynet in the channel #alientrap.
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    ai
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Tue Mar 17, 2009 1:43 pm

  • Better late than never:
    New weapon models and new ammo has been made.
    I also made DOM points (for the Domination mode) and now I am planning on doing the runes as well (for the Runes mode).
    Apart from that I'm not doing anything. I am trying to learn how to create player models (skeleton, export it, make it work etc.) but it will probably take some time.

    If I once and for all happen to learn this process I might even look into creating new animations and of course finally new player models. But don't hold your breath just yet.

    Just a quick update on my side.
    If other people work on stuff as well I wish for them to keep us (and possibly new contributors) informed. This so we won't work on the same things, help each other, giving feedback and etc.
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    ai
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Wed Mar 18, 2009 6:52 pm

  • Can I gather here?
    tundramagi
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Wed Mar 18, 2009 11:06 pm

  • Depends what you say mike :P
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    Rad Ished
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Thu Mar 19, 2009 1:26 pm

  • I'm mainly a mapper, but i also use 2D graphics applications to alter or create textures to fit my needs. I also have a deep understanding of how lighting works and how to achieve a specific look. Working with concept art would be great.

    -----------------
    GtkRadiant/NetRadiant - pro
    Cinema4D - intermediate
    Blender - Intermediate

    Photoshop - pro
    Gimp - intermediate
    MaPZone - novice
    ------------------

    I also started to play around with my new graphics tablet, but i doubt that my skills in creating concept art are very helpful ;)
    Things i enjoy most when creating game content:
    -low poly modeling
    -creating map layouts
    -lighting
    My main problem lately is that i don't have the time to contribute (done 2hrs of mapping during the last 3 months :? ) but there are 4 maps sleeping on my HDD waiting to get finished and many more q3-maps to convert for the next mappack,
    I hope to get back to Nexuiz at the middle of the year.
    bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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