View Full Version : High-poly modellers wanted!
07-16-2005, 03:16 PM
Weapons Factory: Revolution is looking for two high-poly modellers to work with us on our Quake 4 project. We have a fantastic concept artist and a dedicated, experienced TC team with multiple successful projects under our belt. Primary duties will be the creation of 7 player models from concept art and a good number of weapons.
If you are an experienced 3d modeller looking to add some game related experience to your resume, we would love to talk to you.
You can get more information about WF:R at our website:
Please contact me at firstname.lastname@example.org with any questions about the position and any samples of previous work you might have.
08-06-2005, 03:41 PM
Just an update... some of our concept art is posted on our site in the media section for those who might be interested in the modelling position.
08-29-2005, 12:18 PM
Still need one more high poly 3d modeller. We are also looking for a texture artist and a few CTF/Team Fortress style level designers. Don't be shy!
08-30-2005, 10:11 PM
i can work for u.. u can c my stuff on ..
09-20-2005, 06:13 PM
Still looking for some High poly guys... Rocky isn't able to work with us /images/graemlins/frown.gif
09-20-2005, 06:58 PM
Am I reading correctly on your site that this mod has over 40 weapons?
When also considering the seven player classes, game asset resources and most modders have not learned normal mapping, doesn't any of this seem a bit outlandish?
09-20-2005, 10:25 PM
chris, if i remember correctly didn't the original WF have a retarted number of weapons? I think this is why they had planned on doing this many weapons. Unfortunately as you and I know todays art standards are so much higher than they were then so its not at all reasonable to have this many weapons planned. I suppose its doable if you have a guy sitting there working full time for free but that kind of tallent is ... extreamly rare!
Good luck zitheral, sorry i don't have any time to help out. It honestly looks like a cool project and a great kick back to the original. /images/graemlins/smile.gif
09-21-2005, 06:16 PM
It is an ambitious project to be sure. Our last project (Weapons Factory Arena for Quake 3) had a popular lifespan of about 3 years and Quake 2 WF lasted about 4 years. It very unlikely that we will have unique assets for each and every weapon during our initial releases. Over time though, anything is possible.
Weapons Factory is all about diversity... in player classes and in weapons. We will do what we have to do to get the game going with the assets available and we will develop new ones as time and talent allows. If noone aims for the moon, they will never get there. /images/graemlins/smile.gif
What Chris says about most modellers not having learned normal mapping is true... but what better place is there to learn than a serious, well organized project like WF:R? It has a pre-existing fan base, a team with multiple previous releases under it's belt, and a history of solid, fun gameplay under previous id engines. We will not disappear in to oblivion like most teams.
I do wish it were easier to find talent... but they will come in time -- and I shall keep at it until I find the people I need to get the job done.
Thanks Sean... I appreciate the good wishes /images/graemlins/smile.gif
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