Monthly update - May/April 2010

June 2nd, 2010 by Dman757 Introduction
Would you take a look at this! The month of May has come and past which means it's time to get everyone caught up. You don't want to get left behind because it only ends once, everything else is just progress. I've got the greatest enthusiasm and confidence in this update and I'm here help you get informed. So unprompted pop-culture references aside lets get to it!


General News
School is out for most of us which means more productivity for the time being. Maxx underwent surgery this morning and will be out of commission for several weeks while he recovers so send him your best. *Update* I just got word that everything went smoothly. Be sure to check out the front page media section as I have begun updating it with all our latest model renders. If you are wondering where our audio update is this month and last a small hiccup caused last months edited version to be erased but I still have the raw recording so I will release it when we record this months audio. Next week I will be begin sorting through the beta tester applications looking for our first testing group so stay tuned!


  • Audio
  • Cleric and Munky have practicing their vocal talents recording voices for the national guard, radios, helicopter pilots and more. Kmoon and DaveOfDefeat have been working on soundscapes and various weapon sounds.

  • Animation
  • Sn1pe and Blindside have created some amazing animations since they joined the team. For next months update we will have some animation demos to show some of their work.


Art Department
First up is the art department. Sickjoe back in action drawing some new concept art. Sickjoe is already underway with the national guard art and has recently finished a "Goth" zombie which you can see below. Bucky continues to create some excellent textures from trash to xrays and aluminum siding he does it all. You can see a small sample of his work on our HUD art below. Maxx cooked up a new infection overlay in conjunction with ssba's infection system, we have images below but they don't do it justice so to we hope to have a video soon.




Overlay Sample


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Reload HUD Overlay Before & After



Mapping
Now on to the wonderful world of our Mapping department. Nay0r has started converting his map nmrih_broadway to an objective map thus changing the prefix to nmo_broadway. He also provided some screenshots of the latest version of his map which you can check out below. Vincent074 completed the layout for his map nmo_industry, no screen shots yet as its still a work in progress. Sotapoika has plans to start a new map or to be specific remake an old map from NMRiH's past. You will just have to wait and see what map it is. Rc_ is currently making a map titled nmrih_hospital which as the title suggests is a map inside a hospital.






Modeling
Maxx has been hard at work cranking out weapons faster than we can get them in game. In the past months he has created a total of five weapons. Which include the following: M16A4(assault rifle), Sako 85(bolt action sniper rifle) As well as remade models of the Remington 870(Shotgun), Hammer and Lead Pipe. Images of all these can be caught below as well links to the original three remade models. Rc_ has made many hospital themed props from gurneys to body bags for his map nmrih_hospital. Vincent074 put together a fancy helicopter to rescue those luck few survivors who might be left behind. Images to come next month when the textures are completed, as well a few other props he has created.








Old Leadpipe Render

Old Hammer Render



Jobs!
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Level Designer:

Requirements:

  • Good knowledge of Hammer Editor
  • Pictures or portfolio of previous work is a must
  • Good teamworker.

Bonus:

  • If you can make your own textures and/or props, it's a big plus.

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Prop Modeler:

Required:

  • Produce high quality models based on real life objects or concept art.
  • Understanding of the texture creation process.
  • A good team player.
  • Skills must be shown through previous work/portfolio.

Bonus:

  • Understand the source pipeline and are able to compile your own models and set up the shaders.
  • A good grasp of "next-gen" techniques.
  • Basic Animation skills.

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Character Animator Requirements:

  • Proficient in XSI. (knowledge of the XSI mod tool a Plus)
  • Demo reel demonstrating good quality character animation.
  • Good sense of timing, weight, and flow of motion.

Pluses:

  • Positive Attitude
  • Team Player
  • Knowledge of XSI Mod tool, and Valve .smd format

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Links:

No More Room in Hell Team