Hey Trampsky, here’s a thought:
Try focusing on creating a KILLER GAME before you worry about the models.
I know you’re probably thinking “Well DUH!”
But here’s what I mean:
Although my interest in Blender is mostly steered toward animated filmmaking, I actually DO create games to help me make animated films. (Blender makes this fairly easy to do…) Since I tend to have a rather technical and logical mind, I was probably a little more geared toward the programminess of creating a game, and it took me a long time to focus on trying to make good models. So, as I worked on my games for my movie (I’m doing a sci-fi space movie, so my games are all about big spaceships flying in space. I wanted them to look like they functioned like real spaceships, so I put them in zero g and designed flight sim-style interfaces to control the spaceships. It actually works well…) I found that I started becoming obsessed about the models themselves, and wondering what would power them, and what textures to put on, and making something that looked really unique.
However, I was still very much a novice Blenderhead (still am more or less, but using the word “Blenderhead” REALLY seems to make me look like I know what I’m talking about; see how useful the right grammar can be?! :D) so it took me a while to find out that very complicated models, models that I had spent weeks or even months building, can really slow the game simulator down…
Since then I’ve gotten into other things; motion capture, texturing and UV mapping, good rendering practices, lighting, rigging, more modelling. But for me it all started with trying to make a flight simulator game.
At this point, my suggestion to you would be to focus on making a killer game, and not worrying about the models. In fact, what I really think you ought to do, is make a game about CUBES.
I’m not being a jerk.
Now that I look back on my own project, I often figure that what I shoud have done would have been to have just a bunch of little cubes flying around in space, chasing each other. There’s nothing wrong with that. Because, if you can figure out how to do that, you can use the physics data generated by the game to do a lot of work for you. And having just simple cubes will mean that your game will go very fast. A cube has only a few vertices. That’s much better for the physics engine to deal with than a complex model with hundreds of thousands of vertixes.
Furthermore, if you do that, and make some tutorials or videos to show on YouTube to demonstrate some of the gameplay, you will show other people that you understand how to make all this work. Convincing movement goes a very long way toward tricking the eye into believing that it is seeing something real.
Most importantly, by doing it this way, you will learn a great deal about making a game. In fact, you’ll learn almost everything you have to know, AND you’ll also have learned so much about Blender in the process that you won’t have any trouble getting help. There will be people signing on with you because they simply want to learn how YOU did it all. Just so they’ll be better.
In the end, you won’t have to ask for people to build models for you. You’ll be able to build them yourself, and they’ll be better, because YOU will know what you want your game to look like.
At that point, it would be extremely easy to just stick the awesome models you’ve made into the awesome data that you’ve created for them to handle by using cubes.
One last thought:
Can you name two other sailors who sailed with Columbus?