ART ASSESTS TO-DO for contributors

ART ASSESTS TO-DO for contributors

Postby Danimal » 16 Jun 2014, 12:50

We have way too much info spread around the forums regarding the artistic side, for that reason ill focus all the most useful resources in this topic.

If you are an artist and want to help the project you are welcome to try to create or complete any of the ones below. To avoid two or more persons working on the same, please post what you are working on and ill close that task to everyone else; if after some time we dont see any advance on it we will free the task again. Ill also try to keep the topic clean, so ill clean non important posts from time to time, the important bits will be resumed together.

All models we will use must be 3D (being the sweetspot from 1k to 3k polis for characters), textured and animated; but if you are not proficient at any of the steps you can still commit your work for someone else to finish.
We accept all free, Creative Commons and GPL licenses , but not strictly commercial ones; we also encourage everyone to post their work as well in: http://opengameart.org/ to help further the open source comunity.

The best texture format would be PNG, since it does not lost quality unlike jpg; and its size can be from 512x512 (simple models) 1024x1024 (standart size) or 2048x2048 (for models that require lots of detail).

The models need to at least have these animations to be useful:
Walk; Attack; idle; death; sleep (some sleep on a bed, others over the floor or even thrones, you can suggest a bed for that specific creature and need to take into account the extra elevation needed for sleep animation on a bed)

- Additional animations needed but not critical:
More attack and death animations; being hurt; cheering or happy body expression; dancing.

Important: for weapon wieldings creatures extra bones are needed:
Creatures with hands that should be able to hold a weapon should have two bones at their hands that have to be named Weapon_L and Weapon_R. The z-axis should point back, if the weapon is held vertically (check out a model in the repository).

This way they can equip different weapons in the game and even upgrade to better ones.

Concepts: Made specially for us or using any of our acepted licenses. They must be created from scratch.

http://opengameart.org/content/bone-gollem-concept-art
http://opengameart.org/content/cleric-concept-art
http://fengaren.deviantart.com/art/Long ... -136068344
download/file.php?id=5221&mode=view
download/file.php?id=5220&mode=view
download/file.php?id=5219&mode=view
viewtopic.php?f=37&t=691&hilit=construct&start=275#p27971

3D models: Useful models that may need finishing touches, like retopology in case of too many polis, textures or maps, but mostly rigging and animation. Animated models are the harderst to find around so animators are really welcome.
http://opengameart.org/content/elemental-golem
http://opengameart.org/content/night-demon
http://www.blendswap.com/blends/view/67196
http://opengameart.org/content/rigged-t ... -barbarian
http://opengameart.org/content/goth-female-fleur-du-mal
http://opengameart.org/content/rigged-t ... xecutioner
http://www.blendswap.com/blends/view/4807
http://www.blendswap.com/blends/view/20658
http://www.blendswap.com/blends/view/68618
http://www.blendswap.com/blends/view/45551
http://www.blendswap.com/blends/view/74104 - Pirate
http://opengameart.org/content/brigand - Guard
http://opengameart.org/content/wizard-4 - Gandal... i mean Wizard
*"Ancient Beast" Models: mostly just base meshes, but really interesting ones; you would be helping two projects at once:
http://ancientbeast.com/units/ -> click the bottom circles on each unit card to link to their repository.

You are also welcome to create a totally new creature of your invention, and it fits our style and has some quality we will include it as well.

Music and sounds: We havent looked much into it yet, but thank any tips to open source resources
http://soundimage.org/
http://opengameart.org/
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Re: ART ASSESTS TO-DO for contributors

Postby Dm3d » 16 Jun 2014, 21:43

great job on the to do list danimal!

just a quick few questions I have (they might help complement the OP):
preferred texture formats and resolutions?

what animations should characters have? walking, attacking, sleeping as minimum. any extra optional "would be nice" animations?

Is there already agreed upon design for some of these characters or should artist "wing it"? if no, is there something the project's programmers/designers think artist should be aware of (eg: try not to make creatures too projectile heavy, X creature shouldn't fly,ect?).
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Re: ART ASSESTS TO-DO for contributors

Postby Bertram » 16 Jun 2014, 22:10

Hi :)

Nice to have you with us Dm3d. I'm taking the opportunity to officially welcome you. :)

what animations should characters have? walking, attacking, sleeping as minimum. any extra optional "would be nice" animations?

Danimal will be the one officially deciding but:
- Maybe the eating animation will be necessary (or maybe we can fall back on using the attack ones?)
- A flee animation?
- Do you think we could use an extra (and why not funny) idle animation, for instance?

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Re: ART ASSESTS TO-DO for contributors

Postby Dm3d » 17 Jun 2014, 00:01

Thanks Bertram. just glad I can help!

Eating:
Considering that your minions are going to be doing this quite alot( like walking/running,sleeping,attacking) it's definitely a huge "it would be very, very nice" kind of animation in my mind. but if the contributor lacks the time or isn't conformable with it ( ect). falling back to attack animation is probably the only option until it could be added in.

Fleeing:
For the Fleeing, a running animation could probably do just fine( maybe a little faster with some whimpering/screaming sounds accompanying it?) or a slightly faster walking if it's the only option. but seeing a kobold flee like the dwarf in Dungeon Keeper 2's intro would be a sight to see.

Extra:
Goes without saying, but the more animations we can get the better and I think if the artist really wants to add them in, more power to them. it would add a little flare and character to the creatures. but there's also animations like torturing,reading/researching,ect that may need to be considered and when you add them up they make up a substantial amount of work for any artist.

I won't mind adding these into my contributions if there's overwhelming support for them and time permits. but, a baseline requirement wouldn't go amiss.
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Re: ART ASSESTS TO-DO for contributors

Postby Danimal » 17 Jun 2014, 00:34

Hi guys, my thougths:
- Eating, let it be an attack or else we have to add the chicken model at every single creature model to show this. Lets just have the creature attack the chicken, and it dissapears in a cloud of feathers with a scream (maybe done with particles?).
- Fleeing: this one would be cool, the creature freaking out and getting a small speed increase
- Charging into combat walking with weapons raised

Extra ones:
cheering or happy body expression;
dancing.
torturing: lets use closed torture devices so we dont need to animate anything but the devices
reading/researching: a leaning forward animation, should be easy

Actually, there are so many we cant really force anyone to add all of them, a master skeleton for humans would help a lot, also monster animation need to be handcrafted for each one which means more work than humans.

Is there already agreed upon design for some of these characters or should artist "wing it"? if no, is there something the project's programmers/designers think artist should be aware of (eg: try not to make creatures too projectile heavy, X creature shouldn't fly,ect?).

Well, i do think most of them are pretty clear on how they are and their abilities (zombie is never gonna fly) but its not like we only want that ones, if someone comes with a good model we will adopt it rigth away and choose a fitting role and skills.
What do you mean with projectile heavy?
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Re: ART ASSESTS TO-DO for contributors

Postby Dm3d » 17 Jun 2014, 00:59

Danimal {l Wrote}:Hi guys, my thougths:
- Eating, let it be an attack or else we have to add the chicken model at every single creature model to show this. Lets just have the creature attack the chicken, and it dissapears in a cloud of feathers with a scream (maybe done with particles?).


not quite true. not trying to push it off to the programming side of the project, but ogre3d has an attachObjectToBone() function built right into Ogre::Entity. the chickens can be attached programmatically to the models "Hand" bone and "deleted" when "eaten". would this would be worth the cost to performance or not is little beyond my knowledge of the subject.

Danimal {l Wrote}:- Fleeing: this one would be cool, the creature freaking out and getting a small speed increase
- Charging into combat walking with weapons raised


it should be pretty easy to modify a running animation to get these. agreed

Danimal {l Wrote}:Extra ones:
cheering or happy body expression;
dancing.
torturing: lets use closed torture devices so we dont need to animate anything but the devices
reading/researching: a leaning forward animation, should be easy

Actually, there are so many we cant really force anyone to add all of them, a master skeleton for humans would help a lot, also monster animation need to be handcrafted for each one which means more work than humans.


it would save alot work, especially if the majority of the creatures are simliar in nature. in theory it should be pretty easy to accomplish and just like you suggested with the beetle golem, have few different rig setups. I'm willing to give this a try ;) after all the details have been hammered out .

edit:Clarifying "projectile heavy"
For example, looking at the "elemental-golem", maybe instead of making him just punch or kick, the animator decides they could give him an ice attack spell animation or something. would there be any design or engine reason not to do so?
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Re: ART ASSESTS TO-DO for contributors

Postby Danimal » 17 Jun 2014, 15:35

Ahhh, ok, i think only the stone golem would need a throw giant stone kind of animation, and the shoot proyectile would go to archers and mages. Beast creatures can just start a proyectile with a normal attack (spit?) but to be really correct that would need a per creature studio. Like dragon spitting fire or the "Swampler" spitting a ball of poison.

See how the animation list increases? we need to be careful or noneone will ever animate for us

but ogre3d has an attachObjectToBone() function built right into Ogre::Entity.

Code guys? something to say?
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Re: ART ASSESTS TO-DO for contributors

Postby Bertram » 17 Jun 2014, 16:21

Hi guys, :)

not quite true. not trying to push it off to the programming side of the project, but ogre3d has an attachObjectToBone() function built right into Ogre::Entity. the chickens can be attached programmatically to the models "Hand" bone and "deleted" when "eaten". would this would be worth the cost to performance or not is little beyond my knowledge of the subject.


What is said here is true and shouldn't be that difficult but I can't tell the problems we might have while coding this or when someone will do it.
To be able to actually test this, we will have to code:
- The hunger core system
- The hatchery room base code (I'll do it) + chicken spawning and containment system.
- The new creature action and handling when he's hungry to go and fetch a chicken from one same team's hatchery.
and then: - Make the creature kill a chicken by swallowing it.

Feasible but not there yet, so it might not be a priority atm.

Regards,
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Re: ART ASSESTS TO-DO for contributors

Postby Dm3d » 17 Jun 2014, 23:40

Danimal {l Wrote}:Ahhh, ok, i think only the stone golem would need a throw giant stone kind of animation, and the shoot proyectile would go to archers and mages. Beast creatures can just start a proyectile with a normal attack (spit?) but to be really correct that would need a per creature studio. Like dragon spitting fire or the "Swampler" spitting a ball of poison.


a normal biting animation could double as a spiting animation fair enough and I think that would be quite acceptable.

Danimal {l Wrote}:See how the animation list increases? we need to be careful or noneone will ever animate for us


Yes, it could get out of hand very fast. that was my intention for generating discussion on the topic. so artist will know what animations should be high priority or what ones should not. last thing I want to to is help set long list of arbitrary requirements for contributors to meet, turning something that's suppose to be fun into work :!:

Bertram {l Wrote}:Hi guys, :)

What is said here is true and shouldn't be that difficult but I can't tell the problems we might have while coding this or when someone will do it.
To be able to actually test this, we will have to code:
- The hunger core system
- The hatchery room base code (I'll do it) + chicken spawning and containment system.
- The new creature action and handling when he's hungry to go and fetch a chicken from one same team's hatchery.
and then: - Make the creature kill a chicken by swallowing it.

Feasible but not there yet, so it might not be a priority atm.

Regards,


Agreed, probably best just to stick with attack animations for eating until this can be tested. thanks for your input Bertram.

Ok, hopefully my questions helped clear up a few things and weren't completely badgering. I'm looking through a few of the models now and I'm especially eying the ancient beast ones. I like the ideal of killing two birds one stone and they're over all great creatures. :)
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Re: ART ASSESTS TO-DO for contributors

Postby Danimal » 18 Jun 2014, 09:26

Yeah, i love them, BTW Dark priest development is already mine ;)
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Re: ART ASSESTS TO-DO for contributors

Postby Dm3d » 19 Jun 2014, 00:17

Alright, I'm going to have a go at the "GOLEM " by hendori-sama ( blendswap /68618 ). should be fun figuring out the rock throwing. :)
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Re: ART ASSESTS TO-DO for contributors

Postby Danimal » 19 Jun 2014, 10:01

Thats a very cool one compared to our own :)
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Re: ART ASSESTS TO-DO for contributors

Postby Julius » 05 Jul 2015, 03:01

“You never change things by fighting the existing reality. To change something, build a new model that makes the existing model obsolete” - Buckminster Fuller
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Re: ART ASSESTS TO-DO for contributors

Postby hwoarangmy » 05 Jul 2015, 08:51

The barrels are nice (especially the first one). Thanks for pointing out. I guess we could use them in some room as active spots or as a new item :cool:
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Re: ART ASSESTS TO-DO for contributors

Postby Bertram » 09 Jul 2015, 08:06

Thanks for pointing out. I guess we could use them in some room as active spots or as a new item :cool:

Yeah!

I wonder whether one day we would want to add (breakable?) props in the dungeons to make them feel more alive.

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Re: ART ASSESTS TO-DO for contributors

Postby Akien » 09 Jul 2015, 08:09

Bertram {l Wrote}:
Thanks for pointing out. I guess we could use them in some room as active spots or as a new item :cool:

I wonder whether one day we would want to add (breakable?) props in the dungeons to make them feel more alive.

Yeah I'd really like that, some crates to crush that might spawn a bonus object from time to time would be awesome (like in Warcraft 3).
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Re: ART ASSESTS TO-DO for contributors

Postby hwoarangmy » 14 Apr 2016, 21:24

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Re: ART ASSESTS TO-DO for contributors

Postby Danimal » 14 Apr 2016, 22:43

Not bad, give him a mace and he will be set up for the dungeon
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Re: ART ASSESTS TO-DO for contributors

Postby oln » 26 May 2016, 17:02

From irc:
<snv> I have made a free map Sight of Evil sound: https://github.com/saniv/free-game-sfx/ ... eveal.flac
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