Tampered Evidence

3D Models Wanted

Tampered Evidence Software is what might loosely be called a game development studio, that is currently developing a 3D third-person action-adventure video game, ostensibly set in medieval times: The Ditty of Carmeana.

From time to time, Tampered Evidence commissions small 3D modeling jobs of various sorts. It could be for things such as buildings (interiors and exteriors), characters, animals, or medieval props and vehicles. It could be for creating new models, or retouching old models. It could be for adding textures, or some other modeling task. It could even be for 2D work such as icons.

We'll pay flat price (a bounty) for the artwork. (If you charge by the hour you're probably too good for this game, anyway.) These will be small jobs, such as a few buildings or characters.

If you're interested, please read through the page to get an idea of what we'll be asking for, then contact me using the email address at the bottom. You can see screenshots of the current progress on the game here.

Technical Rules for the Models

The models should be low poly. Only relatively large details should be modeled with polygons. Smaller details should rendered with textures, or omitted entirely. I do not want models that have six triangles per roof shingle.

Models should be realistic-looking as opposed to cartoonish. (What I mean by this is that angles and proportions shouldn't exaggerated or distorted. I realize that the term "realistic" can be a stretch with low-poly.)

The models need to work in vanilla OpenGL 1.1, so there should be no multitexturing, bump maps, complex lighting, 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.

Models should be textured. Maximum texture size is 256x256. (Deliveries of larger textures are acceptable but they should look ok scaled down to 256 pixels.) Apart from characters, models should not be delivered with baked textures; the textures should be delivered raw. Buildings in particular should not use mosaicking.

If you do not want to create original textures I might accept non-textured models (for less money), but even still UV coordinates must be set so that if a texture were to be applied to it it would look reasonable.

Meshes should be solid-looking, without small openings or discontinuities. I'd prefer that meshes try to be a single manifolds whenever not too inconvenient.

The models must be provided in a format importable into Blender (3DS and OBJ are two candidates, as are blend files, of course).

The model, including all textures you deliver, must be your own work.

Style Guidelines for the Models

In the same way that the Flintstones are the "Modern Stone-Age Family", The Ditty of Carmeana is the "Modern Medieval Family". What I'd really like to see is for models to be made of medieval materials, but with a modern style twist. (The example I like to give is for a tavern. The tavern is made of medieval materials and construction: wood, sod, and thatch. But it also has a drive-through window.)

For new 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.

Interiors

Interiors should be furnished (you should include anything relatively immobile in the model; movable items unnecessary).

I'd prefer interiors be quite a bit roomier (more space between furniture) than in the real world.

Interior lighting should use only positional, directional, and ambient lights.

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 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.

Characters

Characters should be clothed and rigged. Larger features of the face (nose, cheeks, ears) should be modeled. Smaller features (eyelids) should not be; we'll blink using textures. The mouth can go either way. Characters have pointy ears in this game. Hands need not (and probably should not) model individual fingers.

Characters should be rigged, although this might depend on delivery format. It'd be nice if the default pose is like a solider at attention, with the arms at the sides, rather than the T-pose, but I realize that T-pose is standard.

Contact

Interested in doing some small modeling jobs? Or have a question?

Contact me at bounty@tamperedevidence.com.

Please tell me what kind of work you'd be interested in doing, and give me a link to your portfolio. Don't fret if your portfolio isn't up to professional standards; I'm not looking for A-1 modelers. However, I do want to see that you're taking modeling quasi-seriously. 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.