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> You guys need a modeler by any chance?, Looking for some work for my portfolio
Andrew83
Posted: December 22, 2007 08:08 am
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Hey, Im a designer looking to fill my portfolio with material. Gonna try to get a job at MacFarlane toys if possible. The more character models I can show the better.

I was just wondering if you guys needed a modeler for your BB:Source mod. I'd love to do a zombie model if possible. Im currently working on other models, personal, as well as one for an Unreal 3 mod at the moment. Although I havent played BB in a while, I used to frequent the game all the time. Racking up some ungodly amount of experience points at one point. LOL. Think I might have gone under the name MonkeyKnifeFight if anybody remembers me.

Ive got a pretty good software set. I do my base modeling in Maya & lay out the UVs, then send em over to ZBrush for sculpting. Texturing is a combination of Photoshop and ZBrush. Normal maps generated in ZBrush. Heres some samples / current WIPs...

Everybody knows Pumpkinhead
http://i9.photobucket.com/albums/a84/Monke...Pumpkinhead.jpg

Fetch... based off of an old sketch for the PC game Myth: TFL by Bungie
http://i9.photobucket.com/albums/a84/Monke...etchWIPHigh.jpg

A fat cyclops
http://i9.photobucket.com/albums/a84/Monke...psTexturing.jpg

Unreal 3 mod character, textured with image references. Base is around 8000 quads
http://i9.photobucket.com/albums/a84/Monke...uelBaseMesh.jpg
http://i9.photobucket.com/albums/a84/Monke...uelFaceBody.jpg

Im not familiar with the poly / texture requirements for models used in the Source engine, but I can adapt my workflow as needed.

If you could use someone like me, let me know. Im a big fan of anything having to do with zombies, and would love to be a part of the team.


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hunter
Posted: December 22, 2007 12:22 pm
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Hey there welcome! Your models are absolutley mint im just wondering why somebody with that much experience in modelling is joining a little zombie source mod? Whats the catch? lol

This post has been edited by hunter on December 22, 2007 12:22 pm


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_CiviliaN^SoldieR_
Posted: December 22, 2007 02:05 pm
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QUOTE (hunter @ December 22, 2007 11:22 am)
Hey there welcome! Your models are absolutley mint im just wondering why somebody with that much experience in modelling is joining a little zombie source mod? Whats the catch? lol

Little source zombie mod?

GTFO, Now, Fool.

Your modeling skills are amazing and I wouldn't see why you wouldn't be accepted.


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SDWBOSS
Posted: December 22, 2007 02:29 pm
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I loved Fetch - he looks mean tongue.gif
Maybe you should PM a developer, and show them your models smile.gif


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Smachine
Posted: December 22, 2007 02:34 pm
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We could definitely use you're help. Great work on those models man.

This post has been edited by Smachine on December 23, 2007 02:19 am


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bacon333
Posted: December 22, 2007 02:56 pm
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Yes.

Btw, this probably sounds like a stupid question, but would you be able to do prop models on the side as well??? biggrin.gif biggrin.gif biggrin.gif biggrin.gif biggrin.gif
Your models are amazing, btw.

This post has been edited by bacon333 on December 22, 2007 02:58 pm
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Andrew83
Posted: December 22, 2007 07:25 pm
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hunter - "Little zombie source mod" hehe... Well, like I said, I was always a big fan of the original BB. Like I also said, I need some stuff for my portfolio. Ive been waiting a long time to play BB Source, so I figured maybe I'd get to play it a little sooner if you guys let me lend a hand wink.gif

_CiviliaN^SoldieR_ - Im actually not that experienced... I started getting serious with Maya about a year ago. Been playing around with ZBrush about a year an a half maybe. Aside from picking up and watching some training videos from Digital Tutors, everything I know is pretty much self taught... time and patience. No formal training in college or anything in either of those programs. I just wish I had more free time to put towards it with my crappy day job and all.

bacon333 - I havent really done much hard surface modeling since college when I used Rhino3D. Ive been concentrating more on organic / character models since then, but props shouldnt be any problem. Animation isnt really my area, but if its just an object thats gonna be sitting there, give me the poly count it needs to be under, and I can probably model it.

SDWBOSS - Can you point me towards an admin who might be able to put me to work? biggrin.gif


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My Tower Of Power:
ASUS Striker Extreme Mobo - Toughpower 850W PSU - Intel Core 2 Extreme QX6800 2.93GHz -
Rosewill RCX-Z3 Heatsink - 2X GeForce 8800 Ultra 768MB / SLI - 4X Corsair 2GB XMS2 RAM (8 Gigs Total) - 2X SAMSUNG LightScribe DVD Burners - 2X Western Digital 320GB Hard Drives - Sound Blaster X-Fi XtremeGamer 7.1 - Vista Home Premium 64-Bit
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Erykgecko
Posted: December 22, 2007 09:00 pm
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LOL, Was already on it wink.gif
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Lucan
Posted: December 22, 2007 11:32 pm
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QUOTE (Andrew83 @ December 22, 2007 08:08 am)
Hey, Im a designer looking to fill my portfolio with material. Gonna try to get a job at MacFarlane toys if possible. The more character models I can show the better.

I was just wondering if you guys needed a modeler for your BB:Source mod. I'd love to do a zombie model if possible. Im currently working on other models, personal, as well as one for an Unreal 3 mod at the moment. Although I havent played BB in a while, I used to frequent the game all the time. Racking up some ungodly amount of experience points at one point. LOL. Think I might have gone under the name MonkeyKnifeFight if anybody remembers me.

Ive got a pretty good software set. I do my base modeling in Maya & lay out the UVs, then send em over to ZBrush for sculpting. Texturing is a combination of Photoshop and ZBrush. Normal maps generated in ZBrush. Heres some samples / current WIPs...

Everybody knows Pumpkinhead
http://i9.photobucket.com/albums/a84/Monke...Pumpkinhead.jpg

Fetch... based off of an old sketch for the PC game Myth: TFL by Bungie
http://i9.photobucket.com/albums/a84/Monke...etchWIPHigh.jpg

A fat cyclops
http://i9.photobucket.com/albums/a84/Monke...psTexturing.jpg

Unreal 3 mod character, textured with image references. Base is around 8000 quads
http://i9.photobucket.com/albums/a84/Monke...uelBaseMesh.jpg
http://i9.photobucket.com/albums/a84/Monke...uelFaceBody.jpg

Im not familiar with the poly / texture requirements for models used in the Source engine, but I can adapt my workflow as needed.

If you could use someone like me, let me know. Im a big fan of anything having to do with zombies, and would love to be a part of the team.

Jesus H. Christ. Pumpkin Head= Ripoff of Alien. I mean seriously, IT LOOKS EXACTLY LIKE IT. But great modeling work anyway! Also fetch scares me for some reason ph34r.gif

This post has been edited by Lucan on December 22, 2007 11:35 pm
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iliketoblowzombieheadsoff
Posted: December 23, 2007 07:33 pm
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Wowowowowowow.

Meh, I vote for this guy to be on the team, dammit.

Vote, vote vote vote vote 2000000 times!!!

Your modelling is super ace.
You should seriously be on the team.


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Andrew83
Posted: December 23, 2007 07:59 pm
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Lol, thanks for all those votes man. biggrin.gif


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ASUS Striker Extreme Mobo - Toughpower 850W PSU - Intel Core 2 Extreme QX6800 2.93GHz -
Rosewill RCX-Z3 Heatsink - 2X GeForce 8800 Ultra 768MB / SLI - 4X Corsair 2GB XMS2 RAM (8 Gigs Total) - 2X SAMSUNG LightScribe DVD Burners - 2X Western Digital 320GB Hard Drives - Sound Blaster X-Fi XtremeGamer 7.1 - Vista Home Premium 64-Bit
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mallic
Posted: December 23, 2007 10:47 pm
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Hey andrew I need some models made up for a hl1 mod, would you be interested in making them?

I need some old west models made based off the movie tombstone


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bacon333
Posted: December 24, 2007 04:56 am
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Elite zombie Butcher
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QUOTE (mallic @ December 23, 2007 04:47 pm)
Hey andrew I need some models made up for a hl1 mod, would you be interested in making them?

I need some old west models made based off the movie tombstone

GTFO. He's ours. >:(
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mallic
Posted: December 24, 2007 08:37 am
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lol but im willing to PAY him XD


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Lucan
Posted: December 24, 2007 06:15 pm
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QUOTE (mallic @ December 24, 2007 08:37 am)
lol but im willing to PAY him XD

Wait yer turn, the zombies called him first.
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