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Hi! I'm here to join Renegade-X Development.


[Dragon]Omicron NEGA

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Hi there!

I'm a member of the clan [Dragon], a technical director.

There are many people play CCR in China, and we told them that there will be a game called Renegade-X, made of UE3.(UDK)

Once Renegade-x published, I will be the translation leader.

They are looking forward to play RenX.

I hope to join Renegade-X Development Team and do my best at this project.

Here are my abilities:

I'm experienced of Zbrush , 3dsmax and Photoshop.(of course I have a tablet)

I can do modeling.

Here are some my Hi-Poly models below.

I'm also experienced of C, C++(D3D especially) C#(XNA especially)and HLSL.

and I made some samples:

http://www.mediafire.com/?2j8ack3dd7wwr3k

I also can do coding.

actully,i have posted a request on 08-14-2010 ( http://www.renegade-x.com/forums/showthread.php?2469-Renegade-X-is-looking-for-Coders-and-Character-Artists!/page2),but got no reply :( so hope get your guys attentions in this time.

Hope u guys accept me.

Thx, have a nice day :D

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  • Totem Arts Staff

Hello. Thanks for your interest in Renegade X.

Your work is pretty good, but I was wondering if you have done a full character, and if yes, can we see it?

The way we make our characters: high poly, normal map, low poly, diffuse map (2048x2048), and specular map. Are you able to do that? Do you have a full portfolio?

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Well,actually, I have some completely done models, but for some reason, I can't show them in here.

Here are my steps creating a model:

First, In ZB, create a Hi-Poly model, then I'll go to 3DS MAX topologize my model, Unwrap UVW.

Then I'll go back to ZB draw texture using the UVW map which I unweaped in 3DS MAX, genetrate

color map, normal map, specular map, diffuse map(using original hi-poly model).

Finally, go to photoshop, make textures jointless.

I'm kinda busy these days ,because i'm in a middle of a project.

So I made a sample of a character.

I'll be totally free from next month, then I can make character for RenX.

BTW: my coding is much better than moldeling, but since UDK uses Unreal Script, which I

currently uncomprehending, so I think I should do modeling. ;)

But if you need help in coding,(like C++ C# HLSL), I'm glad to help :D

Edit: my MSN: [email protected]

Editx2: And of course, just tell me what kind of character do you need, characteristic, and I'll make one. ;)

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  • Totem Arts Staff

In terms of programming we need someone who either knows Unreal Script or is committed to learning it. As for character art, I can't really make a decision based on incomplete models. You have talent yeah, but we need to see finished work before coming to a conclusion.

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