1944 D-Day : Recruiting Artists

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  • jimbob
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    Ok - you somewhat have my attention. Is this an actual paid position? If so I would indeed like to apply. Feel free to jump over to the FH website and see some of my work.

    Leave a comment:


  • PoLLeTsKi[BE]
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    this looks pretty good!

    Leave a comment:


  • {HHx}b14ze
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    I definately would like to give it a try!

    Leave a comment:


  • ikillnothing
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    Originally posted by Sir. Darth_Master
    is this a mod or a new game as i dont see any links to bf2
    its 2 mods and a comercial game but the mods are on hold atm while all effort goes into the retail game :) check the site out it will blow your mind

    Leave a comment:


  • Jacky
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    is this a mod or a new game as i dont see any links to bf2

    Leave a comment:


  • nakedfrijoles
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    Wow those are some very impressive renders, keep up the good work guys!

    Leave a comment:


  • ikillnothing
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    omg this is the best game ever been reading the forums and been drooling ever since

    Leave a comment:


  • mursht
    replied
    Re: 1944 D-Day : Recruiting Artists

    mod looks like an amazing idea unfortunantly i have no artistic expeerience unless someone wants to teach me i cant be any of any help for u guys.

    Leave a comment:


  • lono
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    No, its not 250,000 players, its 250,000 AI units, which are micro managed by the AI agents. I have developed an intelligent AI framework that uses an Educational Tutoring System based AI to adapt and manage the AI.

    Put simply the AI knows whats going on, it monitors and evaluates exactly what is happening and then adapts the AI based on this. Thus 250,000 units is very possible. Especially when units around the players are managed on a unit to unit basis, while units further away are grouped into their relevant structure (Squad, Platoon etc.)

    Check the forums everything is explained there/

    Leave a comment:


  • Coconut187
    Guest replied
    Re: 1944 D-Day : Recruiting Artists

    The game at its core is driven by a highly adaptable AI system, this AI system controls over 250,000 units in real-time.

    Hold up, so you're saying theres 250k players in 1 huge server?

    Leave a comment:


  • lono
    Guest started a topic 1944 D-Day : Recruiting Artists

    1944 D-Day : Recruiting Artists

    Hi All



    Well we have been busy developing all things 1944, over the past few months and I am proud to show our current progress.

    TurnTables of our current Head and Hands Models:

    Hands.mov
    Hands2.mov

    Head & Hands.mov
    Head.mov

    The Haircut on the unit is based on our research of official military haricuts during 1944. There will be other variations.


    Some close up of the hands:

    Please note these are development shots, there are no fancy lighting arrangements, there are no specular maps, and the normal maps were still in development when these shots were taken.

    We have also fixed the pointy finger problem. Although it doesnt appear at all ingame, we fixed it in the latest version just so people cant complain about them.

    Here are the renders of the hands (NO SPECULAR MAP Thus they look Waxy & Plastic):








    The Tan level is perfectly fine for the units, obviously this is only one skin variation we have alot more that we will cover but all round this is close to what we need. It would be considered the farmers Tan

    Also for the record the above images do not include spec map, and without a spec map you will end up with a plastic looking effect. SO if you believe the hands are waxy, or plastic looking this is purely due to Max and the way it does its renders, ingame they look real.

    Some of our weapons:











    The Thompson is still a work in progress, and is merely a screen grab directly from the viewport. Hence the ugly blue BG.

    I have alot more to show, but I dont want to flood the post with dozens of images. Lets just say we are really getting through our content list, and are on the verge of some very interesting deals.

    Who are we looking for:

    Extremely Dedicated Members who can put in 10 - 15 hours of constructive work per week.

    Weapon Modellers
    Vehicle Modellers

    Texture Artists (We can unwrap models if needed but certain models will not be unwraped)

    Prop / Building Modellers

    If you feel you have the time, and have the required talents please feel free to contact us:

    recruit@franticgames.com

    Cheers
    Ronan

    With regards to the hands we know

    We are on a strict budget and cannot spare 300 - 400 tris to adjust the fingers, they look great in the engine and they are not noticeable.
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