Jump to content

Mech Commander Omnitech is looking for artists


16 replies to this topic

#1 Zarax

    Member

  • PipPip
  • 41 posts

Posted 11 October 2012 - 10:03 AM

If you guys liked Mech Commander 2 you might be interested in the Omnitech project.
We're using an improved version of the original MC2 engine and expanding on basically every single aspect of the game.

Our small but dedicated team already brought new campaigns and a bunch of canon mechs but we could use some extra help from dedicated artists, modelers and texturers.

If you're interested take a look here: http://www.hard-ligh...php?board=210.0

Edited by Zarax, 11 October 2012 - 09:36 PM.


#2 Adridos

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • 10,635 posts
  • LocationHiding in a cake, left in green city called New A... something.

Posted 11 October 2012 - 10:32 AM

The same group that upgraded Free Space 2?

#3 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 11 October 2012 - 10:59 AM

Well, here is a link to my current constantly updating Mechwarrior: Online/Battletech TRO:
http://mwomercs.com/...esigns-to-date/

If you like what you see, I would definitely be interested in any such projects, but I am a pen and paper design and concept guy, not particularly trained in any computer graphics work.

Well, here is a link to my current constantly updating Mechwarrior: Online/Battletech TRO:
http://mwomercs.com/...esigns-to-date/

If you like what you see, I would definitely be interested in any such projects, but I am a pen and paper design and concept guy, not particularly trained in any computer graphics work.

I rather loved both Mechcommander games, and would love to see, improved and freshened versions, ESPECIALLY ones that my windows 7 based unit could actually run!

#4 Zarax

    Member

  • PipPip
  • 41 posts

Posted 11 October 2012 - 02:05 PM

@Adridos: Yes, we are hosted by Hard Light Productions and many of us are also long time FS2 fans.

@Bishop Steiner: Your skills are rather legendary, we could definitely use your input both as inspiration for modelers and 2D artwork

#5 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 11 October 2012 - 03:22 PM

Well, I have registered on the Forum, tell where to "sign up" and what you need, and I will be happy to contribute.

#6 Apocalips07

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 65 posts

Posted 11 October 2012 - 05:02 PM

Well this has peaked my interest. I don't have as much free time as I would like. But I can work with Photoshop, Painter, and the good old pencil and paper.

Here is a link for my latest project to give you a little idea http://mwomercs.com/...t-redesign-wip/

if you have a spot you can use me I would be interested in learning more.

#7 Sneaky B

    Member

  • PipPipPipPipPip
  • Survivor
  • 160 posts
  • LocationArc-Royal

Posted 11 October 2012 - 06:45 PM

Hmmm... not sure I can contribute much being a mediocre artist

Edited by Sneaky B, 11 October 2012 - 06:46 PM.


#8 Zarax

    Member

  • PipPip
  • 41 posts

Posted 11 October 2012 - 09:40 PM

@Bishop Steiner: just post a small self presentation at http://www.hard-ligh...php?board=210.0 and one of the mods should contact you.

@everyone interested:

The main game is available at this link: http://www.hard-ligh...p?topic=77064.0
And here are several available campaigns: http://www.hard-ligh...p?topic=77044.0

Also, if you can model or texture but are not experienced we encourage you to post your work, our community is extremely friendly and we are not looking for MWO level quality but rather for efficient designs (our mechs are 2000 polys tops and MCO texturing system is very simple) so this could be an excellent way of sharpening your skills while contributing to a work of love.

Edited by Zarax, 11 October 2012 - 09:56 PM.


#9 Bishop Steiner

    ForumWarrior

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 47,187 posts
  • Locationclimbing Mt Tryhard, one smoldering Meta-Mech corpse at a time

Posted 11 October 2012 - 09:53 PM

Just post my own topic, or is there one on there? Sorry, but I must admit to being a Luddite in regards forums and the net. Whichever is needed (what, like a slide show, or a list sort of like on my TRO?), I will get to putting together as soon as I get off work today (around 6 pm EST).

I also look forward to playing the game!

#10 Zarax

    Member

  • PipPip
  • 41 posts

Posted 11 October 2012 - 10:42 PM

Just posting what you said in your first reply here will be enough, you should have quick clearance.

#11 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 11 October 2012 - 11:21 PM

OP: this looks like an interesting project and I have 3 questions for you:

1. Whats the maximum polycount per Mech that you can push out of the engine?
2. What file formats do you work with?
3. Do you recycle existing animations?

Edited by CCC Dober, 11 October 2012 - 11:23 PM.


#12 Zarax

    Member

  • PipPip
  • 41 posts

Posted 11 October 2012 - 11:40 PM

CCC Dober:

1) AFAIK we didn't try to find out the exact poly limit yet, we do have a policy of limiting mechs to 2000 and bigger objects to 3000 although I'm sure I've seen stuff with much higher count.

2) IIRC our modelers use 3dsmax and the format used is .obj

3) Yes, we do have a standard set of animations, some of which are created by us in addition to standard MC2 ones

If you have more specific questions it would be better to ask at HLP, where the modelers themselves can answer, my role is more on txt and balancing mechanics.

#13 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 12 October 2012 - 12:15 AM

Okay, I was hoping you guys were pushing the limits and might bump things up by a factor of 1.5 or 2. Reason being the loss of detail at a 2k polycount, for let's say more organic/complex models, is quite high and the current limit is not a lot measured by current standards. If it was somewhere in between 3-5k then I'd be more than interested to get some work done for you guys. My experience with 2k-ish polycounts is that it takes away too much for little gain.

Maybe you can look at an option to introduce higher detailed LODs for users that have better hardware. This might also tempt your modelers to bring the quality up a notch or two for existing models. I'm not talking about cutting grooves into surfaces but actually add weapon/mechanism details and smooth out curves that would otherwise have to be cut down for a 2k limit. Sorry if it sounds too technical but I hope the 2k limit isn't set in stone already.

Cheers =)

#14 Zarax

    Member

  • PipPip
  • 41 posts

Posted 12 October 2012 - 12:24 AM

Well, that can be discussed but this is not the proper place for it.
That said, the engine *can* support models a lot more detailed than the standard we use (which is a compromise between better detail and light requirements) and nobody is going to stop you from modeling hi-poly mechs if you wish so, although I doubt they'd make it to the main campaign.

#15 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 12 October 2012 - 12:52 AM

That's precisely the reason why I'm asking this up front. Realizing too late that one's work either has to be cut down or out is not what I intend to do.

P.S. Anyway, thanks for the answers. I'm not mad at you guys if you want to keep the level as hardware friendly as possible. That's your call. It's good to know things like this before crashing into set barriers at a later stage when all the work is done.

Edited by CCC Dober, 12 October 2012 - 12:55 AM.


#16 Zarax

    Member

  • PipPip
  • 41 posts

Posted 12 October 2012 - 03:41 AM

Well, it is more a matter of commitment than set barriers.
I'm pretty sure the team would love an hi-def campaign but given that there is a truckload of mechs and objects that would need to be modeled we simply don't have the resources to do so at the time.

Also, remember it's an RTS we're talking about so higher levels of detail tends to be wasted as mechs are usually looked from pretty far away.

#17 CCC Dober

    Member

  • PipPipPipPipPipPipPipPip
  • 1,881 posts

Posted 12 October 2012 - 05:46 AM

Pretty sure it's less of a problem raising the polycount when you ask the modelers. I bet they'd love to show more of their work as they are usually forced to cut it down in order to meet the limit. As for the level of detail being wasted, it never is with the gigantic resolutions nowadays. You zoom in and you see everything, even on supposedly tiny Mechs. Give it a try and see for yourself.

Ah well, good luck gents.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users