We are currently developing Tactical Assault a full modification for Unreal Tournament 3. We are looking to make an FPS with killer graphics and old school gameplay. The game is a fast paced action based game that focuses on fun as well as realism. The format is the well known round based, Terrorists against Special Forces, set in various scenarios and environments.
At the moment we are looking for skilled Texture artists and animators to develop both weapons and environmental models for the game. Those who have previous experience working with Unreal Tournament are prefered but the new materials editor is fairly easy to pick up for anyone with experience in texturing.
To give you an idea of the sort of quality the Mod is trying to achieve and the aspirations that we have here are some laterst WIP shots of some of our models...
If you are interested Check out our webiste at
http://www.tactical-assault.com
If you want to apply or want any more details you can PM me. Alternatively you can stick in an application using the form on our website.
Replies
Guns./
You sure these are the models *WITH* the normal maps? Looks clearly as high poly stuff to me
*cringe*
Seriously, the polycount is way too high for the amount of modeled detail.
And acceptable polycounts or not, these models almost render the normalmaps nigh-useless, and much of the detail really doesn't show. But anyway, the polycount itself is fine. And the polycounts being what they are for what amounts to relatively straight-forward models (more straight surfaces than ut3, I mean), if he used modifiers in max to add any extra detail to the model for subdividing (beveling edges etc...), then the difference between the high and lowpoly would only be a modifier, which seems like a pretty efficient way to work, since you don't need to do any retopologising. That being said, it doesn't help if you're an absolute dick in someone elses thread, ofcourse.
The wireframe AK was a promo shot and I think it was just meant to look cool so its probably not a very good representation of the actual model.
In terms of poly counts the way we are doing it is having a first person model of 8-10K polys and then a third person of around 3K. That way if you have more than one on screen only one will be the high poly one. We did some testing early on and we think that these are realistic limits.
Unfortuntley we have been jumping through some legal hoops recently which has knocked us a bit but I think we are making progresss now.
To the OP: Polycount tends to blow a gasket when untextured models are shown off, you'd likely get tons more interest showing off textured assets, as it displays your team is actually competent in multiple aspects. Modeling shit is easy, going the whole 9 yards and finalling an asset is much more impressive.
Thanks for the advice Uly... here is some from our latest media release
We are now www.tactical-assault.com