Hey everyone, I was wondering if anyone is interested in doing some UT3 assets, chars, levels, and then having it released as a polycount UT3 pack? free of charge of course. A bit like the commmunity bonus pack that was released for ut2004.
It'd be a lot of fun and also a good way to explore the unreal3 engine.
So what do you guys think?
edit:
Level designers and character artists, if you guys wanna start go ahead and create a thread in the pimping and previews section. and if you need help, just mention it in your thread.
Begin your thread like this:
PCUT3 - your name - title of works and/or description
ie: PCUT3 - dom - ashbotramama/char
Replies
http://forums.epicgames.com/showthread.php?p=25170249#post25170249
I remember you from CBP days, that was like 3 or 4 yrs ago? I did a player model for cbp2. Your stuff still rocks as usual.
Or maybe we could make a character with customization features and have different people do different body pieces.
maybe model that ripper eh?
As for the character people, it's pretty straightforward unless you are looking to collab with someone.
Not sure how you guys want the communication to work on this, but if anyone else wants to chat on msn about it feel free to add me. mitch@memlane.com (don't send emails there though, it's a dead address).
once it works I'd certainly contribute a model or few.
I can also rig and skin.
guys don't forget the domwar 3 is very close
I'm in and + 2 on theme. Can we get a players club going for matches as well? It's hard to find a good game on the public servers.
per = ass.
Nothing ambitious about having a theme. If it's robots, everyone who wants to play around with it makes robots. If it's space pirates, everyone does space pirates. No worries about strict interpretation, it's just for fun.
I'll try to have a custom character head working ingame soon. As for complete characters I guess it is possible to just create static armor props and have them included in the already existing character creation system? No need for the the underlying body/rigging that way. Less rewarding tho.
Level Design team: here
as for dom war, this ut3 that we're doing is super casual. there isn't like a fixed deadline, we'll just set a tangible one few months down the road, those who are done can contribute their stuff, those who miss the deadline, we can just update the pack with your stuff when its done.
Level designers and character artists, if you guys wanna start go ahead and create a thread in the pimping and previews section. and if you need help, just mention it in your thread.
Begin your thread like this:
PCUT3 - name - title of works and/or description
ie: PCUT3 - dom - perbot/awesome char
You're not paying, rules kill interest, and there's no particular pride to be had in releasing a model in a community pack rather than as a standalone.
Just let this be fun and go bash your head in with mod work if you really want rules.
pior, dom and rick have the idea. I mean back in the days when you saw new PPMs weekly on polycount it still took a great deal of work to coordinate any kind of effort.
For every restriction/rule you try to enforce, however minor, like half the potential contributors are going to drop out.
Also, for every 10 promises made about production of assets, maybe 1 will be kept. Maybe.
Team efforts tend to mean people argue about what to call the team, who will design the webpage, and people will argue themselves into "management" positions and there will be bad blood, fighting, people will join up and leave, forming their so much more elite team with a so much more elite name, and so on.
I'd love to see more mod work done in this community, and UT3 is a great chance to get something going there - I don't want to get in the way of that at all, it would be great to see it happen. I'm just saying - make art, don't talk about big plans and try to manage other people, and you won't waste any time. There's no need to create a system or naming conventions or anything. You just post your work in P&P like we've always done, simple stuff.
I mean are you 3d artists or HR/PR personell?
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So... are you in or out?
Hey, I have a great idea: Let's make a Polycount <u>game</u>
[/ QUOTE ]
...You mean "Polycount Mod" ? .... OUUPPPHH
I think that "PolycountUT3Pack" will be enough.
whammo
maybe blackmail someone in to building a map with them, if they agree, give then the option to choose a general theme.
I started a thread in P&P specifically for this idea. I really like what you guys are aiming for and would love to contribute. Let's just go with NO guidelines but everything we contribute is aimed towards a royalty-free release.
http://boards.polycount.net/showflat.php?Cat=0&Number=254447&page=0&vc=#Post254447
Post your WIP's & Finals there. Once done, offer up a zip/rar of the package so it can be easily combined into one large pack in the end (by someone). I can host it in the end.
I'll contribute by way of environment assets if possible. I'd like to do some generic tech stuff myself, just for practice of the engine's art pipeline. I'll move on to more modern things when I am happy with the tech stuff.
Have fun everyone
Would someone like to put some tuts on how to do that together? It would be freaking sweet, because I've been wondering for a while myself.
Other than that, I'm definitely going to make some stuff to contribute
People have the right idea with having a community model pack, show the gaming community what Polycount is made of. But once you start getting all the... "I'm the Producer, I'm telling you to make art!", then people lose interest because its no longer fun.
So as dom pointed out, no guidelines, no deadlines, just good old fashioned game art creation.
WERD!
-caseyjones
Not sure if you should restrict entries to using the default bone/anim setup though, as it would make multilayer fair.