| 04-16-2003, 07:54 PM | #31 |
ok, heres the 2 icons i made today. |
| 04-16-2003, 07:56 PM | #32 |
heres the disc |
| 04-16-2003, 07:58 PM | #33 |
and heres the combi stick |
| 04-16-2003, 08:12 PM | #34 |
Guest | Aren't those just touch-ups of normal WC3 icons? I'd prefer to use original artwork, as it'll keep the style more consistant and less sloppy. |
| 04-16-2003, 08:15 PM | #35 |
hmm. ok. well in order to do that, it would be easier to know what u are looking for. Like, hand drawn, scanned in, and painted stuff? |
| 04-16-2003, 08:37 PM | #36 |
Guest | Well then, I might have mentioned it once in this thread, but I'll give a concise descritpion here. While it should be rather similar to WC3's style, but less 'cartoony'. What I mean is that I like it's clear, high-contrast comic-style artwork, but it leans closer to an animated style, while I'd prefer something that looks closer to slightly impressionist or graphic-novel art. So basically, the icons should be done like skins are done; in a reasonably realistic drawing style, but still have high-contrast lighting and clear level of details. Just don't make it too colorful or simplsitic (The Demon Hunter's Evasion or the Abomination's Plague Cloud are examples of this cartoonism; bright lighting and clearly defined images, but too cheerful of colors and simplified details). Hand-drawn stuff would probably help, yes. But it should probably be colored and shaded in Photoshop or Paint Shop Pro, to give better control over contrast and coloring. |
| 04-16-2003, 11:43 PM | #37 |
well, im not really that great at doin that kinda stuff, so i guess im not really what ur looking for. But if u get to the trigger department of it, and ur running oout of trigger people, then dont hesitate to give me a pm. |
| 04-17-2003, 12:25 AM | #38 |
Guest | Thanks for the art-editing effort, anyway. Doesn't hurt to take a shot at it. I'd also like to make a clarification as to our modeling requirements. KDEWolf and I discussed the model requirements for the game, especially the Marine alpha and the number of Rifleman-based models, we've concluded that the major long-term position that we need is a Lead Animator. Rather than expecting someone to make and animate a few models or modifying one model into several similar ones, we feel it would be more work-efficient if we had several people make a couple base models and their variations, and then have a Lead Animator (or two animators; we're flexible in our requirements) make all the animations to fit each unit's different idle, firing, and ability animations. This will reduce redundancy in the need for additional animation and animation style-matching, once a model has been finished and the modeler has moved on. My emphasis here is not simply alleviating peoples' workloads by clearly dividing tasks, but to reinforce the total conversion's consistency. I will be helping out whererever possible to make this large project easier on people who want to work with us. Again, check out the TC's completed design on the Unit Overview pages, fell free to post here or on GameProc's forum, or request additional information from me concerning AvP:WC. |
| 04-17-2003, 09:03 PM | #39 |
So we need concept art drawers, experienced people on mapping and spell editing, modelers and animators [MAINLY]. But anything you can do will be aprecciated, because so far we need a bit of everything. So anyone interested, feel free to post! Hey guys don't be shy! |
| 04-17-2003, 09:25 PM | #40 |
Guest | Actually, I might know someone who can do concept art, but probably not untill mid-May. Untill then, the artist positions we need right now are icon/interface graphics artists, additional skinners, or possbily some concept art from people who want to do individual submissions for the website (they'll still get credit for 'additional concept art' in the credits). But first and foremost we need someone to start with the preliminary Marine models, notably the Powerloader and models based on the Rifleman, so we can begin implementing them into a AvP:WC alpha immediately. I've already got several pages of notes for their models and all their major animations, and have numerous screenshots at hand for visual reference. We know how difficult yet improtant modeling/animating is, so I'll be active on this project providng additional answers, notes, details, and whatever you need to produce a satisfactory level of work with us. |
| 04-19-2003, 11:49 AM | #41 |
I can be a mapper,ill map when i got time,i map for other games to(O.R.B,trying to make map For Half Life).i have made couple maps in the past,i can make maps what look like Jungles etc,i got Wc3:TFT so i can use sunken ruins tileset maps to.I know what fits Aliens versus predators versus marines theme so i can try make as authentic maps i can :D . |
| 04-22-2003, 07:10 PM | #42 |
So we can count you in? Good :D. PM me your AIM/MSN/ICQ or whatever to we can talk about it. |
| 04-23-2003, 12:44 AM | #43 |
Guest | I am also interested in finding someone to make custom tilesets, as I have a couple of ideas for AvP-specific locations and terrains that would fit better with AvP:WC's style and less-bright color scheme (a pair of jungle tilesets, grasslands, desert/barren, one or two urban sets, one barren/rocky set and a barren/volcanic version, and an interior set that can pass off for a colony installation or a ship's interior). But we need someone to make maps, especially for good, balanced multiplayer maps, and design the basic AvP:WC map for use during the alpha stage of production. Basically, since the tech tree is much smaller and simpler, start locations are smaller, but expansions are more numerous. I feel this makes the building aspect of the RTS more strategic, a good balance for the tactics-intensive parts of unit management in AvP:WC. I feel this will be a good separation from WC3, which is more of a muddled mix of strategy and tactics in comparison. Campaign maps aren't as big of a priority, for several reasons, one of which being DarkPrimus' map-making and terraining abilities, so I'm leaving him in-charge of who needs to help out with what concerning single-player. Finally, I'm still waiting for modeling requests from any good modelers out there or ones I have spoken with who have offered to do minor stuff. Once again, feel free to ask me about any extra information not already up and posted, as most of it has either been finalized or serriously thought over. I've got some minor Predator unit name-changes and three new upgrades to write up, so I'll be posting that on AvP:WC website's news section soon. |
| 04-23-2003, 02:04 AM | #44 |
Guest | so when do i start? ready to skin when you are. i finished my new skin for project sauriod so i'm open for skinning at teh moment |
| 04-23-2003, 05:17 AM | #45 |
Guest | As far as I can assume, skinning begins as soon as somebody begins working on a model. That means someone needs to PM/email me or post either here or at BrokenEdge or GameProc and say "Hey, I'll model something for ya". I don't care if they pick one off the list, or I pick for them and write up another 3 pages of notes for them, just something to start us off is all I ask. So far, we've gotten offers of some/a little modeling help from: Blade kharma Vuen CitizenSnips None of them said they would do anything major, and all but CitizenSnips said they were busy for the next month or so. So what we really, serriously need is someone who is ready to do 3-4 models right now. Preferrably, it would be the Marine units really needed for the alpha; chiefly the Powerloader, Rifleman (and the 5 units derived from that model, only with varying weapons, firing animations, skins, and minor model modifications), Android, and Scout-Sniper, with the APC, both tanks, and the Dropship as well (though I think Blade will start on these in a few weeks). There's also 6 buildings and some minor defense and resource structures needed. We do have someone who's offerred to work on the custom abilities, so that helps. But not a lot can be done without a modeler. I'll keep at this untill progress gets underway. Your board's lack of interest cannot defeat me that easilly. ;) |
