Author Topic: Freelance guidelines  (Read 2223 times)

0 Members and 1 Guest are viewing this topic.

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
here are some "ruels" if you want to help us in our trip:)

1- ask first if ship is already in production or not

2-maintain proportions: i suggest you to download an already done model of the ship, maybe from here: http://www.theforce.net/scifi3d/ or you may use original xwa models or xwaup's models if you know how to convert from opt, i would instead tend to avoid models that comes from non-specialized sources (since they often are not completely coherent to original starwars ships).
note that we are not saying you to copy a model, just to use those to give to your mesh the right proportions and the right details

3-post often work in progress shots, maybe even share WIP models with the staff, so receive suggestions/modify requests while modelling, instead of with the job already finished

4-we won't make questions about how long it will take for you to realize the model (until it isn't necessary for a release), but we MAY make questions if the quality isn't good....just take all the time you need to make an excellent work

5-about the details.. we are making fighters of about 600-700 polys NOT triangulized, use this for reference, but remember that
first we surely want nice and detailed models, but models that may be of some use in game, without slowing too much the machine, and
second once you reach a certain detail level what brings your ship's quality to new heights are textures and NOT other details
consider also the possibility to add more LODS than standards if polycount is higher than average

6-we won't make questions about what strategy you use... booleans, intercepting polys, face sweeping/deformin, point by point editing or whatever, act as you feel better (althought i would tend to avoid both booleans and intercepting polys the more possible), but be sure that ALL the meshes you created works PERFECTLY in game and preferrable that they get covert correctly by both PCS and cob2fs2

7-we don't ask you to make all the hyerachy, if you can't, but build anyway all the single subobjects (LODS, turrets, thrusters and so long) and be sure as said that any single mesh works fine in game

8-we don't ask you to texture/uv map it if you don't know how to or if you are not able to do an excellent work, at the opposite if you can do those two things but can't model, but still want to help us let us know and we will surely give you something to do:)
remember also to discuss with us before uvmapping/texturing to decide how many textures we will use

9-when you have finished give us both models and (if you have it) the POF, surely not only the POF, remember that we will be free to modify it if we thinks that for some reasons its necessary

10-we don't ask you to make all the POFedit, but it may be helpful, just talk with us before starting editing the pof

11-we don't require at all to do all the tables editing for the ship, we will do this balancing the ship with star wars universe and with the rest of the modded ships

12-enojoy!;)
« Last Edit: November 03, 2002, 03:36:06 pm by 433 »