Hello Epic Games Members!
- modeller position:-3d Polygonal Modelling of low-mid tri-count meshes, with UVW Unwrapping Experience and Functionality.
OD Creation (Level Of Detail) and HLOD (hierarchial LOD) is a major Plus+.
-Creating duplicates of object models for use with Unreal Engine 4’s AEPX destruction, when an Apex model reacts dynamically to an event in the run-time level, a “Core” of the object remains, unaffected.
-UVW Unwrapping of WorldView object models is needed, this is a high-quality task, so this is mandatory.
-Texture/Skin artists position: ability to use reference media, and develop HD images is needed. Textures and skins should be created with greyscale heightmaps/ normal maps/ and specular gloss in the workflow. References made in the Diffuse texture/ skin may not be compatible with HeightMaps/ NormalMaps/ Specular Gloss most of the time, and layers where you can create basic detailing, and keep a separated layer for adjusting the height, normals, spec gloss, in conjunction is mandatory.
The Current Project is as follows:
Project Level for Insurgency: Sandstorm, using a very interesting approach to their game’s core-gameplay… Level is named INS-SheiksEstate; The Mansion is located in a remote mountainous region of Afghanistan, and has HighTech, High-Level Security measures, a beautiful Estate Landscape, and is a CheckPoint based level where the Defenders are located inside the protected boundary area, and the attacking team must infiltrate, undetected; There are only 2 ways to infiltrate: 1: Find and demolish (C4 is available to Demolition Class in INS) the Generators that run the Security-Network, allowing penetration of the Mansion’s boundaries, 2: Navigate past the Main Gate’s Security Checkpoint with Real-Time camera detection relayed to Monitors placed throughout the level, including the Security Office, the Mansions Security Office (internal Sec Checkpint) and the Panic Room. While defenders are inside the protected boundaries of the estate, they have access to the display monitors there, where the cameras at the Entry are located and cameras relay to those monitors;
Interactive Foliage outside the boundaries, with watchtower and patrolling searchlight… as you navigate through the Foliage, it is displaced by player collision, thus leaving a trail of movement as the foliage spreads apart from the characters, and the searchlight must be observed and avoided; The searchlight may later be linked to an InfraRed-BluePrint to detect SIGINT, and set off Alarms
Lasers that when breached lock certain areas of the Mansion, and are moveable actors, meaning, they have pattern rotation that must be observed and then navigated to avoid detection.
BluePRint animator: Ability to create a network of animated meshes with PatrolPatterns, in loopable format. some triggers are on Player Encroach (collision), and need to be activated if a player, for example, touches a patrolling laser: alarms will off, sections of the mansion will close with sliding doors, and German Shepards i have rigged and animated will chase you (not 100% sure about the dogs, we can see about it)
Any and All assets you create for the project remain Your Intellectual Property and of course you can use them wherever you want, our group has no claim on your work
If you are interested, please reply here, or join Wyked Games Development Group Discord @ https://discord.gg/gzqgNfv