3D Models of Building Exteriors and Interiors Wanted
Note: This page is not up to date. The information on this page is accurate, but not complete. I am now seeking other kinds of models besides buildings: namely characters, animals, and historical vehicles. Also, I'm reconsidering the bounty system, after some trials, in lieu of more traditional contracts on a small scale.
Tampered Evidence Software is looking for low-detail, low-poly 3D models of building interiors and exteriors, for a 3D, third-person action-adventure, ostensibly set in medieval times.
The sorts of buildings we're looking for are modern buildings (like diners, convenience stores, and offices), but made of medieval materials. It's a deliberate anachronism. In the same way that the Flintstones are the "modern stone-age family", this game is the "modern medieval family".
We're offering bounties for models of these low-detail, low-poly, anachronistic buildings.
US $10 for an exterior
US $20 for an interior
US $0.50 for certain textures supplied with the model (see below)
What I'm Looking For
I want small buildings that ordinary people use. Here is a listing of the building types I need:- Urban storefront (including the building)
- Country general store
- Barn
- Stable
- House (city or country)
- Condo, villa, small apartment
- Diner
- Pub
- Coffeehouse
- Chinese take-out
- Trendy bistro
- Fast food
- Convenience store
- Theater
- Laundromat
- Drug Store
- Small office building
- Small warehouse
- Small factory or industrial building
- Bank branch office
- Booth (like a ticket booth)
- Building with no obvious use from the outside
Technical Rules for the Models
The models should be very low poly. Only larger details, like windows, should be present. Smaller details should be left to the textures or omitted entirely. I don't want six triangles per roof shingle.
Models should be realistic-looking as opposed to cartoonish. (What I mean is, angles and proportions shouldn't exaggerated or distorted. I realize that the term "realistic" is a stretch with low-poly.)
The models need to work in vanilla OpenGL 1.1, so no multitexturing, bump maps, phong-shading, or any spiffy newfangled stuff like that. Each face should have a single color, or single texture with UV maps, and perhaps some shininess.
Maximum texture size is 256x256. Width and height should be a power of 2, of course. They need not be square. I'd prefer no mosaicking.
The models should be provided in a format importable into Blender (3DS and OBJ are two candidates, as are blend files, of course).
Whether you deliver textures with the model or not, the model must have UV coordinates set so that if a texture were applied it would be mapped reasonably (you could supply a dummy texture to show the UV mapping). Areas that are solid colored don't need UVs.
The model, including all textures you deliver, must be your own work.
Textures
As I mentioned, I will pay extra for original textures. Here are the conditions:
- it's your own work and not based on copyrighted material,
- it's part of a model you submit,
- it's generic enough to be usable in other models,
- it's more than trivially different from any other texture you submitted
For any texture that you deliver that satisfies these criteria I'll pay 50 cents. You can submit textures that don't satisfy Criteria 2-4, if you'd like, but they won't earn 50 cents. (Criterion 1 must always be satisfied, of course.)
Style Guidelines for the Models
I can provide (bad) concept art, or you can use your own concept if you'd like. If you'd like to use your own concept, I must approve it.
I'm looking for buildings, modern in use, but made of medieval building materials. It could look like it's from one of the following regions:
- Northern Europe (England, Germany, France)
- Southern Europe (Spain, Italy, Greece)
- Middle East (as in Persia, Palestine)
Interiors
Interiors should be furnished (you should include anything relatively immobile in the model; movable items unnecessary).
I'd prefer interiors be somewhat roomier (more space between furniture) than in the real world.
Interior lighting should use only positional, directional, and ambient lights.
800 triangles or 400 quads is a reasonable number for an interior. Let me stress that this number is not a quota; it's ok for interiors to have more or fewer polygons.
Exteriors
Exteriors should include only large details like windows, doors, columns, and roof overhangs. Large but intricate details like gargoyles and curved surfaces should use a very small number of polygons. Small details can be done with textures or omitted entirely.
Exteriors should be completely cover the inside: you shouldn't be able to see inside the building at all (it's ok to leave bottom open). Windows and doors should be closed, or glass windows given an opaque shade.
Exteriors do not need to be lit.
200 triangles or 100 quads is a reasonable number for an exterior. Let me stress that this number is not a quota; it's ok for interiors to have more or fewer polygons.
Examples
Here are screenshots of some of my own artwork. Keep in mind that I'm a programmer, and am not trained as an artist. As you can see, there's nothing eye-popping here. It's not exactly ugly, but it's obviously pretty cheap and straightforward. This is pretty much what I'm looking for. Actually, I'm looking for maybe a little better than what I've done, but not much.
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Contact
Would you like to go after a bounty? Or have a question?
Contact me at bounty@tamperedevidence.com.
Please tell me what bounties you'd like to chase, and give me a link to your portfolio. Don't fret on your portfolio too much; I'm not looking for ace modelers. Don't forget your own contact information! I can't reply to you if I can't contact you.
All artists will have to sign and return a work contract assigning Tampered Evidence Software the copyright before we can accept a model and pay a bounty.
Do not send any unsolicited models without contacting me first. Tampered Evidence Software will immediately delete any unsolicited models, and will not pay a bounty for them.
