View Full Version : Guidelines for applicants who wish to make 3D models for TFS - can you help?

Dec-30-2016, 11:27
Team Fusion Simulations are on the lookout for talented 3D artists/modellers who can work to a high level of detail and produce content for our future updates.


To save time are lead modeller thought it would be best to offer a guideline of what is required and the level of understanding that we need from applicants interested in being part of our team. Cheers, MP/TFS

Our workflow/modelling rules:

- All 3D objects are a simple polygon objects in 1:1 size unit ratio. We cannot add too much to this step. The models needs to be as good as possible while keeping the poly numbers in the reasonable limits. The cockpit can be higher than other categories, because the program need to handle only one cockpit at once, meantime the external models, map elements can be multiply significantly depending on the mission, scenario created or other players (multiplayer for example).

- The polygons should be triangulate (poly numbers means Tris too!). All elements should attached together, as much as possible, except if the damage effects can detach parts or objects. Obviously moving parts also should detach from the main object and the elements (if they can get damaged) have a separate mesh.

- The name of the objects follow some simple rules, like the hitbox should start with x_ and we should keep it in short format. The exact list of object names was defined by the guy who makes the model import back into the Sim, in TFS the 3D modellers work on only the 3D models, UV unwrap and textures. Importing back to the game is task of the coding guys. The modellers have no need for programming language skills (cool if you have though), just a good understanding of file structure, and working with big data files.

- The moving parts should detached, and the pivot axis should be set into the right direction. The Cliffs of Dover simulation uses the local Z axis for rotation by default.

- The hitboxes should be placed in the position of every damageable object and should keep the common rules of hitboxes (can use only concave object. The convex objects can cause trouble). There is a need to place hitboxes for the clickable elements in the cockpit too.

- There are a couple extra objects, we call them "hooks". It’s a simple triangle polygon which has a different purposes. They can determine position, directions of elements which have no solid 3D shape, but which the game need to handle. These can also be linked to effects, sounds, other calculations.

- The hierarchy should built up with the "link" tool, no extra rules here.

- We need to make the different LOD models, start from LOD 0 level to 3 or 5 for lower levels. These models are a lower polygon versions of the same object which the game can use for different distances. The LOD's use the same texture file as the external model.

- We need nice, clean UV maps (this is an essential part of the required skill-set). The texture sizes can be different with different objects, but 4K is the max. We try to copy the settings of the older models. The cockpit use a lot more textures than other areas. There is no problem with overlapping UV, the shadow map can work nicely in the cockpit. The texture UV use the same area on different models (screw heads for example, or common "metal" area for the small parts).

- The textures are a simple diffuse texture file, bump map file and damage textures. The game can use the transparent texture areas, saved as an alpha channel into the file, and saved in .dds file format, DXT5 alpha settings (dds plugin for Photoshop can be DL from here: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop.
This is one of the most challenging task for a less experienced modellers, therefore we ask every candidate, please only send an application to Team Fusion Simulations if you are sure you will have no problem being able to paint at the current Cliffs of Dover texture quality (we can use substance painter to bake textures but the game cannot handle PBR directly (yet).

If you have the required skills please send an email to:


Cheers and thanks for reading.