It's a question adressed to devs and beta testers or shortly FH team. I was wondering how all the Forgotten Hope project started and where did you learn modeling skinning and "stuff". Did you know that before you joined the team or were you practicing your skills just to be a part of FH developers? Long replies wanted:nodding:.
I think most of them are 2D/3D designers or programmers in real life. They know the basic element for how to make a game.
Either that or they're studying to become professional game/3d designers and programmers who do this as a hobby to practice and add to a "portfolio." Would be quite a bump in desirability if you were a large part in making such an awesome finished project.
not all of them did know anything about modelling Toddel & Knoffhoff for example did know anything about modeling, texturing or mapping (plz correct me if wrong). they just learned it, started slow with some tutorials then some small statics (toddels first model was the german field kitchen) and then evolved, learned some new skills and got even better. However there are other like Rad who is a proffessional 3D designer his experience can be seen in the british player model which has some outstanding quality.
Each dev has a diferent story and some are professional games developers and others work in totally diferent jobs.
I started doing some planes reskins for the BF42 demo, my first photoshop work ever. Later I learnt skinning and modeling by myself and joined FH, in the late FH1 age I learnt mapping
I saw that the team needed help around feb 2007 so i started learning the bf2editor mapping techniques to help getting FH2 released faster, and relavant programs like terragen and world machine. I already knew photoshop and have had professional training as a graphic designer and technical knowledge of computers dating back to the early 90's. That was a huge help since the bf2editor isnt that user friendly all the time. Everything about the editor and the relavant programs i learned trough bfeditor.org or on my own.
I wrote some tutorials for this forum and Lobo suggested i start as a mapping beta tester and after a looooong application I was accepted into the team.
The only reason that i start modeling and texturing was that i want to have FH2 released faster. i learned everything from scratch. i never had a training or a school. i learned the Basic by myself and the little tricks you learn by other more experienced Devs. Texturing for example i viewed other people skins for hours. i can review the Kingtiger Texture Rad did for FH1 r everyday and i allways find new ways how he do it.
Toddel;4417737The only reason that i start modeling and texturing was that i want to have FH2 released faster. i learned everything from scratch. i never had a training or a school. i learned the Basic by myself and the little tricks you learn by other more experienced Devs. Texturing for example i viewed other people skins for hours. i can review the Kingtiger Texture Rad did for FH1 r everyday and i allways find new ways how he do it.
Wow. I thought you have been modeling since before FH2!
You make some amazing models with so 'little' experience! :)
Given that I am essentially a 3d modeller for the automotive industry (CATIA V4 & V5) is it too much of a stretch of the imagination to using something like maya or 3d max or any other of the more gaming type 3d modeling programs? Its always been an area of interest although one that I've never really played with.
I didn't make it!
Wait, whos the real creator of FH?,,
Its sounds like ignorance, but i dunno who is it.