I'm part of a team which aims to make a mod for the game StarCraft. It's called "Sons of War". Perhaps you've heard of it? If not, visit our gallery site here for more info:
The reason I came here is that we are looking for additional 3d artists for the production of the high-quality cinematic cutscenes we are planning to include in our project.
You might wanna ask "Why would I bother working for this project without any monetary profit whatsoever?" To answer that question, I will give you my own reasons why I stay and work for the team.
- The experience I gain in developing this would benefit me greatly in my future career.
- The finished cinematic cutscenes would look good in my portfolio.
- The finished models would be good for my portfolio, too.
- I love StarCraft.
I am an experienced 3d artist myself and most proficient in organic modeling, hard-surface modeling, and texturing. I use 3ds Max 2009 as my main program, Mudbox 2009 as my organic sculpting program, and Adobe Photoshop CS3 for texture creation.
But I am also the only 3d artist active in the team. Nine (9) of the latest models in our gallery site is accredited to me. Unfortunately there are alot more models still to be made and I would need help if we were to finish this project before the release of StarCraft II.
Here are my most recent and highest quality 3d works, both finished and WIPs. These would give you a hint of the quality we're aiming at.
General Wayne Nesser
"Hell Angels" Dropship squadron
In-game portrait preview for Tormidal
So we are looking for 3d artists with one or more of the following skills (in order of importance):
#1 - High-Poly Modelers
#2 - Character Riggers
#3 - Character Animators
#4 - Reactor Physics Experts
#5 - Special Effects Compositors
#6 - Texture Artists
You might be wondering why I put "Texture Artists" in #6. Well I am quite adept at texturing and can provide all our texture needs if necessary. But still, additional texture artists are welcome :)
However, we do have criteria required to keep the workflow as efficient as possible. The 3d artists must be a user of 3ds Max 2009 in order to integrate with my work as much as possible. High-Poly modelers may use Maya as long as Importing/Exporting keeps the models intact. And Character Riggers/Animators who use programs like Motionbuilder are welcome too, as long as they know how to integrate it with 3ds Max.
So thanks for reading this! If anyone wants to join the team and help out, don't hesitate to PM me, or email me to either of these addresses:
Please include some info about yourself and a sample of one or more of your best works or WIPs. Also feel free to ask away your questions and I will try my best to answer them.
Thanks again and cheers!