Calling all 3D Modelers who have Game-Modeling Experience in creating Levels Of Detail Models from a high quality ‘master’ mesh.
Required Model Format : Max 7.
Plugins Required : None.
We have a project using our own proprietary 3D engine, whereby advanced 3D models of motor vehicles are to be displayed at high frame rates in real-time real world simulated environments.
In order to achieve this, although our engine is powerful, it is necessary to use the 3 master models we have in our possession to spawn 3 Levels of Detail (LOD) – low, medium and high versions of the 3 originals.
We need to ensure that each LOD matches the overall shape of the master model as closely as possible (within the polygon budget of course), and unnecessary expenditures of polygons are removed, whilst detailed areas that cannot afford to be reduced in resolution are retained, or at least affected in a less aggressive way to preserve overall shape.
The master models have been created in 3D Studio MAX v7, using an Editable Poly mesh with a Meshsmooth Modifier based on NURMS curves. This introduces a large degree of control regarding how many polygons ultimately make up the final mesh when it is collapsed into triangles.
However, using the 3D Studio MAX Meshsmooth modifier, you will be aware that increasing iterations of polygons applies to the entire mesh, and this is very wasteful. We require an artist who is experienced at processing such wasteful meshes into a more sensible balance. The 3D Studio Max Optimization tool provides some capabilities in this area, but you will know from your Game LODing experience, that the Max Optimizer will only take you some of the way, and to get truly great results at lower polygon levels requires a degree of skill.
Accordingly, the three target sizes we are initially considering are -
High : 150,000 polygons
Med : 50,000 - 75,000 polygons
Low : up to a maximum of 15,000 polygons
The values quoted above are a general guide, although each represent an absolute maximum in their category. If your skills are able to bring the polygon count down even further without sacrificing detail in important areas, then all the better.
Support for Normal Mapping will be available for subsequent Phases.
This is the 1st Phase of a major ongoing development project that in coming months will involve vehicles across a broad spectrum of Motor Manufacturers. Time is critical for this initial project and we will require updates every other day as a minimum, so if you don't have the time to devote to this project, please do not bid.
We are only interested in an individual(s), or a company, that are able to show their experience in such work, and are ideally seeking graphics artists that can demonstrate their commitment to creating 3D models within the Automotive sector.
We will also require examples of work undertaken that illustrates your ability to minimise the overall polygon count of a master model. We will accept screenshots in the first instance (JPG format please) and if these screenshots show promise, then we will require you to undertake a small example exercise to test your ability to work with our team. This exercise will not involve complete vehicles, but rather focus on specific parts that cannot be used in isolation, but will nevertheless allow us to gauge your ability to produce the quality of output that we are seeking. If desired, we will happily provide direct written assurance that your proprietary rights are safeguarded for all materials submitted to us prior to a contract being awarded.
The selected individual/company will be expected to sign a Non-Disclosure Agreement that will encompass an undertaking that both the models, together with any data, photographs, blueprints, etc, supplied, together with all 3D models created, remain the property of Buzz 3D. Under no consideration will any rights regarding distribution for any of the aforesaid rest with anyone other than Buzz 3D.
We look forward to working with the right individual/team upon an ongoing basis.