Game Development Community

Plan for Phil Carlisle

by Phil Carlisle · 08/22/2005 (2:29 pm) · 12 comments

Well, as if some weird fate monkey is tinkering with my destiny, after my last blog about artwork, it seems there are a number of possible solutions in order to get content quickly in place.

There is nothing better than working closely with an artist who really knows thier craft, but for some assets (of which I have an alarmingly long list) there really isnt need for a particular artists touch.

I'm talking about static objects for making mission landscapes a bit more interesting, things like oil rigs, cranes, crates, oil drums, fences etc.

Almost like a huge version of the urban pack I guess.

Stuff like that is so common and really should be available in a model set somewhere. Sadly most of the model libraries online seem to concentrate on the high poly end of the market (for high end rendering, architecture or just because high poly modelling is easer or more fun than low poly).

Anyway, all options will be pursued in order to get the game in the bag.

Also, physics update again today! still not sure about it, but its getting better.

Anyway, here's a pic to satiate those that need optical gratification..

www.zoombapup.com/airace/ss5.jpg

#1
08/22/2005 (2:44 pm)
Phil -

While I'm nowhere near ready for the content, I'm in the same boat with regards to needing a "giant urban pack".

I've trolled Turbosquid and other, lesser library's till I've exhausted nearly evey avenue.

If, per chance, you so stumble across something that isn't ultra high-poly architectural visualiztion or $10 per polygon, please enlighten the rest of us. (C;

In the end I have a bad feeling I'm going to have to create 90% of it, but I can certainly hope until I get to the point of requiring it. =\
#2
08/22/2005 (3:20 pm)
i'm one of those picture picture people... and i thanks you... :)

the planes look great...

are you still targeting TSE for development... is that shot from TSE or TGE...



--Mike
#3
08/22/2005 (5:37 pm)
Like the picture. If you do end up making all the little pieces you might consider a micro payment model for re-selling the contents. Rather than $34.99 for a package charge $1 for barrels $.50 for crates ect.
#4
08/22/2005 (8:03 pm)
Who needs optical gratification? If the graphics aren't ..... wow!
#5
08/22/2005 (9:34 pm)
Looking good.
#6
08/23/2005 (2:26 am)
If Hollywood built every set, re-crafted every prop and did every scene in high poly CG every budget would have to be near a $100 million a movie - oh wait, ah... hmmm...

Building commercial quality art like the Urban Pack doesn't take "a particular artists touch" per se, but it does take talent and time.

GG has more content coming, but we need more - Weston set a great quality bar with the Urban pack and getting the details right even on something as simple as a chainlink fence takes commitment to quality. Indies shouldn't start from a blank canvas to make such common realworld content.

We need more artists to build their portfolios with 'game prop art' that can monitized over many projects - even if shaders and textures have to be customized for the look of the game.

I'm working now to reach out to artists on deviantArt, but there are other communities, schools and a world of starving artists and we need to recruit more talent to the indie cause... or at least to come to IGC and enjoy an adult beverage or two...
#7
08/23/2005 (5:36 am)
Amen to that Jay, some of the stuff Ive seen in games recently (for instance battlefield 2) would suit many different types of games.

For instance, all of the "props" I need for Air Ace will be equally suitable for my next game.

So come on artists! there are plenty of things for you guys to create for multiple projects!
#8
08/23/2005 (8:46 am)
90% of my content needs are for common, real-world, non-urban 'stuff.'

Cars. Not sports cars, just your vanilla Taurus or Golf. And pickup trucks. Houses. Sheds. Fences. Tractors. Tables, beds, and chairs. A gas station with pumps. Mobile Homes. Completely un-sexy stuff that most artists really don't WANT to do.

The biggest trick is consistency of style. If you are going for some resemblance of photorealism, it's not much of an issue. But having objects of inconsistent style in the same scene can be really jarring.
#9
08/23/2005 (10:10 am)
why don't you guys create a wish list of objects.

that way someone might be able to help you out.

Phil where did you get the textures for your landscape from?
#10
08/23/2005 (3:22 pm)
Bitchin' 109!!!

I know how you feel about art content, it's hard to find decent WWII planes in the 2000-4000 poly range. I've found around a dozen or so, but some of them need skins, and the ones I can't find I will have to make or have made.
#11
08/23/2005 (4:28 pm)
Darren: Those are from "how in the world". Only I'm probably not going to use them for the final terrain, just wanted to see how it would look.

My final terrain will likely be mostly sattelite imagery as its fairly easy to get hold of and produces good results.

I guess I have a few methods of getting some good content completed. Just need to maximize the value.
#12
08/24/2005 (11:42 am)
Ta Phil