noticed your recruitment posts on the Moddb forums, and thought I might take a look. I rather like what I see.
I'm looking for a mod team to work with, while I work on updating portfolios.
I am, however rather specific in what I'll be happy working on, namely, that I'm likely fairly slow working, and therefore can't work to incredibly tight deadlines like I used to. once I learn how your time scheduling is, and I know my own limits, this should become less of a condition however. The reason for this is because the last commercial work I was doing gave me RSI in my mouse-hand... 6 months off work has driven me insane, not creating stuff. So I'd like to work on someone's mod, just to let me continue creating things while my hand recovers, and I learn to use left-handed mice and/or footpedals for studio work.
Anyhow, rather than throw a CV in with all the formal work, etc, I suspect that my best summary is that I've worked as a freelancer and as a contract staff artist with a fair few companies, mostly focusing on environment art, for current and nextgen titles. Unfortunately, most of my work is NDA'd up to my eyeballs, though I can reference work for Flying Labs (potbs) and Simbin (GTR series) as previous work.
I'm an expert user for 3ds max, and though I've used hammer a little with teams a few years ago, I'm mostly familliar with UT3 and other next-gen engines. It shouldn't take me long to get back into practice with Hammer however. I am not an animator, as the majority of the work I've done the last few years has been interfaced directly through Vicon6/Kaydara mocap rigs, after being handed off to other staff, I'm afraid.
For an example or two of my textured items:
http://www.3dfolio.com/jge/Folio%20Imag ... ord_01.jpg
http://www.3dfolio.com/jge/Folio%20Imag ... t_View.jpg
http://www.3dfolio.com/jge/Folio%20Images/Barrel_05.jpg
Samples of my texture work:
http://www.3dfolio.com/jge/Folio%20Imag ... ture01.jpg
http://www.3dfolio.com/jge/Folio%20Imag ... uremap.jpg
And for non-textured samples: (either as the meshes were exported without, or the work was done by other team members)
http://www.3dfolio.com/jge/Folio%20Imag ... ective.jpg
http://www.3dfolio.com/jge/Folio%20Imag ... tforms.jpg
http://www.3dfolio.com/jge/Folio%20Imag ... e_Grey.jpg
and as samples of my geometry quality:
http://www.3dfolio.com/jge/Folio%20Imag ... e_Wire.jpg (high poly limit, was for an FPS title)
http://www.3dfolio.com/jge/Folio%20Imag ... r_wire.jpg
Hope you like the look.
(postscript. Moderators, if you could be so kind, delete the user profile "suzerain". I managed to hit the "born before 1995" button, so it requires a fax to confirm my age. and I'll be buggered if I accidentally claim to be half my age.)
3d Artist.
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- Posts: 1
- Joined: Thu Mar 27, 2025 11:44 am
- Location: Edinburgh
Re: 3d Artist.
Looks pretty good. I described at the last post in this topic what's need to be done for the next release, which is around 5 building models. They would need to be modelled and textured. We don't have concepts for the buildings.
You can compile models for source engine? I'm not sure about the relation between hammer and modelling, except the fact that you place models in hammer.
You can compile models for source engine? I'm not sure about the relation between hammer and modelling, except the fact that you place models in hammer.
Re: 3d Artist.
being a moddeler and mapper myself i have found the ratio between XSI and hammer is exacly 1:1, other things like autodesk and blender, one hammer unit ROUGLY equals one inch. If you would like you can make a detailed vmf of what you want each building to be and i can convert them and give them phys mesh's providing that if there are custom textures you attach them 

no no... you buy... (family guy)
- Anti Viper
- Contributor
- Posts: 122
- Joined: Fri Jan 11, 2025 7:00 pm
- Location: UK
Re: 3d Artist.
Thread Necromancer !
Congrats
Congrats
Re: 3d Artist.
ultra res
Sander wrote:hurrah.
Half-Life 2: Wars Wiki TODO List - Stuff that needs doing on the wiki, we'd appreciate the help.
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