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The time has come - 3D modeller/artist needed!

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The most common standard for any 3d project is .3ds. I have to disagree and say that isn't too specific at all as there are other really common formats like .3ds, it's just been so long I can't think of any off the top of my head.

Wes Lave:
Directly from the IRRLicht site:

--- Code: ---Currently supported mesh file formats:
Animated objects:
 •B3D files (.b3d, r, skeleton)
 •Microsoft DirectX (.x, r) (binary & text, skeleton)
 •Milkshape (.ms3d, r, skeleton)
 •Quake 3 models (.md3, r, morph)
 •Quake 2 models (.md2, r, morph)
Static objects:
 •Irrlicht scenes (.irr, r/w)
 •Irrlicht static meshes (.irrmesh, r/w)
 •3D Studio meshes (.3ds, r)
 •Alias Wavefront Maya (.obj, r/w)
 •Lightwave Objects (.lwo, r)
 •COLLADA 1.4 (.xml, .dae, r/w)
 •OGRE meshes (.mesh, r)
 •My3DTools 3 (.my3D, r)
 •Pulsar LMTools (.lmts, r)
 •Quake 3 levels (.bsp, r)
 •DeleD (.dmf, r)
 •FSRad oct (.oct, r)
 •Cartography shop 4 (.csm, r)
 •STL 3D files (.stl, r/w)
 •PLY 3D files (.ply, r/w)

--- End code ---

By now there are a bunch of free tools that can export in 3ds or x or even convert them.
I have done some working in 3d long ago, mostly to draw *spaceships* so not very handy to draw cars.

I'll see if I can find a Q3 model editor later on.

if your looking a for a model editor, i got pretty far with Zmodeler.

Well....I didn't notice this post at first.  I presume that the project is looking for a professional 3D modeller for the built-in content.  I've done a few add-ons for Redline in the past.  I was going to insert the images, but it looks like webshots deleted them....and this board doesn't support the uploading of files.'ll know my screen name from the Ambrosia boards.  What I presume is that after SR3 (or whatever its name ends up being, if the copyright strangeness mentioned elsewhere becomes an issue) is released, we'll all be developing as many mods for it as possible.


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