Well, it was a good run, but I’ve decided to give up on trying to texture this model and sell it to InXile for use in Wasteland 2. I’m actually pretty proud of the model to be honest, but I don’t have the time or dedication right now to texture this thing properly.
Instead I’m going to go back to work on Pivot and try to work on some gameplay programming, yay!
I’m going to package up everything I’ve done so far and release it into the wild for someone else to learn from. I guess I still retain the rights to this model or something, but I want people to use it and learn from it if they can. I’ve never really published anything on the interwebs before, so uh, go nuts I guess?
Here’s the URL to the blend project complete with my current texture map.
Wasteland 2 Blend File
Here’s a quick in blender shot of what I’ve done so far.
If anyone has questions, feel free to ask!
So the developers of Wasteland 2 are doing something that I find extremely cool (and savy smart from a business perspective). They are outsourcing some of the artwork to the fans of the game! Check out Inxile-Entertainment’s website for details.
If you are any good at modeling, your asset could be sold on the Unity Asset Store and featured in the production version of Wasteland 2. Not only will this save time and money from the developer’s perspective, it puts creativity into the hands of a community with some really creative and talented people [that are untapped]! This isn’t the first time I’ve seen this. Sony Online Entertainment launched Player Studio for games like EverQuest which dedicated players can do the very same thing for their flagship MMOs. I don’t play EverQuest anymore, so I skipped over the opportunities here, but I do develop in Unity3D a lot…. so that got me thinking. I enjoy modeling, so why not try my hand at creating an asset for Wasteland 2?
So, I decided to give it a go. I’m not convinced that I can compete with the talent that’s out there, but I’m going to give it a shot anyway, because it’s something I enjoy.
I selected the turret model this week because of it’s non-organic look and lower reliance on large, well-painted textures.
Concept Art: [From Inxile's website]
Day 1: 1-2 hours of modeling the basic frame with very little detail and only half finished.
Day 2: 1 more hour of modeling to flesh out the rest of the base model and add details like wires, cables, braces, etc with basic lighting from the Unity scene Inxile provides for testing.
Inxile provides users with a Unity3D scene to test scale, lighting, and look/feel of your model, so I through the model in it’s raw form into the scene to check it out and here’s what we’ve got so far:
I have a long way to go if I’m going to make something polished in the next few days (deadline for this batch is December 13th), and texturing is not my forte, so I’ve got some practicing to do. Stay tuned, I’ll try to post more WIP shots as I work on them.