Short introduction... I'm 32, been married 7 years and have 2 lovely kids... I live in the US, Anaheim CA to be exact. My pretty much one and only hobby for the last 2+ years has been NDS homebrew development. I'm a pretty decent C coder at this point, but I'm an absolutely awful 2D artist.
I've recently begun a journey into the world of 3D programming and modeling for a game idea that is taking shape. I have been trying my hand at Blender and absolutely loving it. I even came across a great converter that takes the ply export from Blender and converts to a packed list for loading on the DS... quite convenient. I've seen a post on it here so I suppose people are aware of the rather low poly limit the DS is stricken with. Still, I've managed some decent models and I'm ready to get working on the texturing... but it brings me right back to the start... I'm a terrible 2D artist!
So... I know that there is a request forum here, but before I go making requests... I'd like to know what is the usual procedure with something like this i.e I've already got the model and just need freelance art for the textures. I would like to be able to do the UV Mapping myself (I'm quite fascinated by it), or perhaps lay out the UV Map, export it and present that along with different angled shots of the models... but is that asking too much? Would it be more appropriate to offer up the model and let the texture artist have at it?
I should say... I'm not keen on the idea of googling for free textures... I've tried a bit and I can't see how photographs count as textures...
Thanks everyone in advance.
Replies
Yes photographs need to be worked with before they can be called textures but for a DS game with so low texture budget its better to skip photos.
check out the lowpoly thread http://boards.polycount.net/showthread.php?t=41232&page=128
Sry i have no experience with developing for handheld devices but good luck. no experience requesting artwork to be done for me either.
If its on the DS it shouldnt be too hard to paint it yourself. You can only do it wrong. One step in being wrong is one closer step to being right(or something to that effect:)).
Start with some base colours. Then look at objects your trying to emulate then fill the objects with rough patterns similar to them.
3D DS graphics are going to look rough anyway. It should be easier as you have fewer pixels to work with. No need to worry much about shading etc, at least to start with.
maybe you could just post some shots of it (i probably woulnd't mind UV'ing and texturing it for you).
But obviously it's more fun to learn how to do it yourself.
EDIT - As usual I'm getting ahead of myself... I really do have some coding and things I need to work on, but I'll be back around to make a pitch before too long.
As an aside a good place to try might be the Deviant art forums not sure if you'll find many people who do textures, but I did manage to get conventional requests for art there.
I'd suggest trying CGTalk's collaborative forum as a real place to start, as opposed to DeviantArt. You're more likely to end up working with someone that knows what they're doing, or is at least a little more professional than the tortured, emo teenagers that seem to frequent DA regularly.
http://forums.cgsociety.org/forumdisplay.php?f=73