Darian Glinski
Landlubber
I own a small company in Wisconsin. I have been a software engineer for 25+ years. I specialize in combat simulations used for training in the military. I have experience in 3D development as far back as 1997. Years ago I played extensively games produced by Janes and Sonalysts. For the last 2 years myself and a couple others that I deal with have been planning a extensive military combat simulator which will cover all historical and modern aspects of military history, air, land and sea. Now that technology has really improved, I would like to bring back what Janes did, reinvented, visually stunning, and very realistic. Taking my combined work in simulations my plan is to model all facets of combat in one simulator that models early to the modern day military experience.
We have decided to begin with Naval History. I have assembled many specs of early day ships from 16th to 18th century. While I am a 3D modeler and animator I also double as a programmer and designer. I can not hope to successfully model all ships, guns and arsenals on my own and budget is limited. I currently maintain one dedicated server that we will be putting our extensive site on, as well as utilizing a dedicated server for MCS. Already have extensive assets for procedural terrain generation using SRTM. So I am posting this in hopes of garnering help and dedicated partners to a long term project.
We will be using Unreal. I require character models, early day ship models. Currently pay for Speed Tree and Substance so that takes care of vegetation and I have a extensive library of art for varying trees and plant life. Also have a complete music library that will knock your socks off. Need sound effects specialists, texture artists and only a couple programmers who are familiar with C++ and Unreal. Must be organized, understand the development lifecycle, be a team player and a good communicator.
You may contact me via email at my companies email address:
darian.a.glinski@i3dix.com
A little about me. In the military for 10+ years. Multiple degrees in computer science, physics, quantum mechanics, chemistry and mathematics. Combat veteran, many awards. Simulations is my passion. Extensive work with SRTM.
This is not for the timid or inconsistent. This is a long term project with many obstacles to overcome. While we are starting with early day sailing ships the same simulator will move into early 20th century Naval, Air and Land vehicles as well as simulate the soldier combat experience in a very unique way that will capture a very broad audience.
If this just interests you and you are not interested in being part of the development team, please post your comments as I am ascertaining the level of interest from our potential audience.
5/26/2018
A little technical information on model requirements and know how. Unreal uses a 1 unit to 1 centimeter scaling. Models in Blender, and Max allow changing of Unit scales. Since dimensions of the model does not effect file size or memory load, we will be making models to exact specs. No scaling. This is to match terrain that is procedurally scaled from the SRTM database from Natural Earth.
Technology has improved enough just on modern desktops it is possible to model materials. Most games use hit points and armor. However, being a simulations specialist I can tell you this really negates what these sea vessels could and can do. Armoring was never consistent across the hull of a ship. So if you think about applying, I will be looking for people with an understanding of density, mass, volume, tensile strength, velocity, displacement, buoyancy, maybe some understanding of how to read material data. This does not mean I will exclude people, but it does show there will at least be a learning curve.
There is a lot involved in accurate simulation. Elevations, Temperature, Aerodynamics, Geo Locations, so, again, if you can't handle the learning, don't bother. Many years in simulation means a lot of learning I will be passing on as well. This is a team sport.
My company also owns 2 seats with iClone7 complete with the full 3D pipeline, store access, all of it. Expensive investment, but, for those proficient in iClone7 it offers the greatest character creation potential. I am proficient in Blender, have no knowledge if iClone7. So artists with some iClone background, would really be appreciated.
We are looking at Speed Tree Cinema. Right now we subscribe to Speed Tree for Unreal. The version is 8. I am pretty proficient with it. Any simulator categorizes trees by type for populating in certain regions that have those trees. So we have a extensive database of leaves for Speed Tree and Bark of specific types.
Substance B2M, Designer and Painter, would be willing to buy team license on a monthly basis. Familiar with these, great, I use B@M and Designer. Not the painter.
Discussing using Blender to make video cuts. But, might include in game scripting so movies are interactive with the game.
We have decided to begin with Naval History. I have assembled many specs of early day ships from 16th to 18th century. While I am a 3D modeler and animator I also double as a programmer and designer. I can not hope to successfully model all ships, guns and arsenals on my own and budget is limited. I currently maintain one dedicated server that we will be putting our extensive site on, as well as utilizing a dedicated server for MCS. Already have extensive assets for procedural terrain generation using SRTM. So I am posting this in hopes of garnering help and dedicated partners to a long term project.
We will be using Unreal. I require character models, early day ship models. Currently pay for Speed Tree and Substance so that takes care of vegetation and I have a extensive library of art for varying trees and plant life. Also have a complete music library that will knock your socks off. Need sound effects specialists, texture artists and only a couple programmers who are familiar with C++ and Unreal. Must be organized, understand the development lifecycle, be a team player and a good communicator.
You may contact me via email at my companies email address:
darian.a.glinski@i3dix.com
A little about me. In the military for 10+ years. Multiple degrees in computer science, physics, quantum mechanics, chemistry and mathematics. Combat veteran, many awards. Simulations is my passion. Extensive work with SRTM.
This is not for the timid or inconsistent. This is a long term project with many obstacles to overcome. While we are starting with early day sailing ships the same simulator will move into early 20th century Naval, Air and Land vehicles as well as simulate the soldier combat experience in a very unique way that will capture a very broad audience.
If this just interests you and you are not interested in being part of the development team, please post your comments as I am ascertaining the level of interest from our potential audience.
5/26/2018
A little technical information on model requirements and know how. Unreal uses a 1 unit to 1 centimeter scaling. Models in Blender, and Max allow changing of Unit scales. Since dimensions of the model does not effect file size or memory load, we will be making models to exact specs. No scaling. This is to match terrain that is procedurally scaled from the SRTM database from Natural Earth.
Technology has improved enough just on modern desktops it is possible to model materials. Most games use hit points and armor. However, being a simulations specialist I can tell you this really negates what these sea vessels could and can do. Armoring was never consistent across the hull of a ship. So if you think about applying, I will be looking for people with an understanding of density, mass, volume, tensile strength, velocity, displacement, buoyancy, maybe some understanding of how to read material data. This does not mean I will exclude people, but it does show there will at least be a learning curve.
There is a lot involved in accurate simulation. Elevations, Temperature, Aerodynamics, Geo Locations, so, again, if you can't handle the learning, don't bother. Many years in simulation means a lot of learning I will be passing on as well. This is a team sport.
My company also owns 2 seats with iClone7 complete with the full 3D pipeline, store access, all of it. Expensive investment, but, for those proficient in iClone7 it offers the greatest character creation potential. I am proficient in Blender, have no knowledge if iClone7. So artists with some iClone background, would really be appreciated.
We are looking at Speed Tree Cinema. Right now we subscribe to Speed Tree for Unreal. The version is 8. I am pretty proficient with it. Any simulator categorizes trees by type for populating in certain regions that have those trees. So we have a extensive database of leaves for Speed Tree and Bark of specific types.
Substance B2M, Designer and Painter, would be willing to buy team license on a monthly basis. Familiar with these, great, I use B@M and Designer. Not the painter.
Discussing using Blender to make video cuts. But, might include in game scripting so movies are interactive with the game.
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