IntroI'm
looking to hire a hard surface generalist capable of creating the
concept, models and textures for a modular space ship. Ideally I find
someone passionate about sci-fi, and space ships in general, who would
be interested in forming a working relationship for continuous work.
ConceptThe
idea is to create a set of interconnecting modules that can be
mix-and-matched to create different ship hull designs, like this example
from CGPitbull:
I need at least six modules to start:
- primary engines module: huge engine(s) always at the rear of the ship
- secondary engines module: engine ports facing every direction for translation and rotation, including reverse engines
-
hardpoint module 1: weapon systems (turrets, launch tubes,
counter-measures, etc) will be interchangeably mounted at special points
along the surface
- hardpoint module 2: same as above but different structure for variety
- ring module: habitat / crew
- blocky module: lab / storage / whatever -- mainly interested in having some aesthetic variety
The
overall style of the ship must be chunky realistic instead of agile
jet-fighter or space-boat. The colours should be primarily composed of
blacks / whites / greys as a base with a secondary accent material that I
can tint for each player (like how RTS units colourize their teams).
We also need a faction specific emblem and the ship's name -- I think on
the primary engine module makes the most sense -- I can dynamically
render those elements to a texture at startup. We'll figure those minor
details out together.
I've
uploaded a collection of designs
that I like, and with a little imagination, you can see how they could
be broken down into individual modules. How the modules connect is up
to you but an interesting silhouette is definitely required, it can't be
just one long tube. I should be able to rotate most modules,
especially the ring or blocky modules, to give the ship some life. A
seventh module (or using the blocky module) that acts as a node to
branch modules off in other directions could be pretty cool, but that
depends on the overall ship design you come up with and is not strictly
required.
You'll also be responsible for creating secondary assets: turrets, launch tubes, missiles, any sort of bay doors / hatches.
TechnicalPhotorealism
/ PBR. We have some room to play with the triangle count as this is a
PC game. The ship is front and centre on the screen and needs to be
detailed. Other ships are seen at a distance, if at all, and the
environment is primarily open space. Somewhere around ~6k-10k per
module so a full ship is around ~60-80k sounds about right.
ContactPlease
contact me with your portfolio, how much you'd charge for the assets
described above and a bit about yourself: playremnant+jobs@gmail.com
Experience with Unity is a big plus.
Thanks!