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I am new here, need some advice from the pros

Hello Guys, I am Cobe, and i am new of all of this things. First of all, i am learning modeling from tutorials, because i want to be modeler for games.

So i want to ask some things that i can't really decide it.
Where you guys are doing the lighting part after your model is done? DO you use Mental Ray or Vray? I with both problems, so i can't really get to use them. Or you guys light the model in some game engine like UDK and CryEngine?

Let's say for example like this, I have a high poly model, a vehicle or character.
I do then do the low poly model of the model. Now what i am suppose to do. do the texture part? How?
First i need to do the Uv part of the low poly model, texture that in photoshop?
And them import that model into UDK for example, do the materials lighting and rendering there.

I am a bit of confused.

SHould i focus only in UDK, or do i need to know MentalRay or Vray?

Replies

  • ZacD
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    ZacD ngon master
    The general work flow goes:
    Block out
    High poly
    Low poly
    UV low poly
    Bake Normal map, ambient occlusion map, and sometimes a cavity map or other various maps
    Texture while previewing in 3ds max or maya with a view port shader or a game engine

    A game artist should never have a render done in mental ray or vray, unless it is just the high poly model. There's view port shaders, or you can put it in a game engine.
  • biofrost
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    biofrost polycounter lvl 12
    Learning UDK would be to your benefit but Marmoset Toolbag is great for viewing textures on your model right away. As soon as you save it , it updates automatically so if you are making a lot of small changes reimporting into UDK can waste time.
  • Dataday
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    Dataday polycounter lvl 8
    If you are going to do game art, you will want to show off your mesh work inside a real time rendering engine.

    In this case, UDK, Maya or Marmoset Toolbag. For the sake of ease and getting used to the workflow, try going with Marmoset Toolbag.

    If you have a high rez mesh, you can show it off in the application you made it in. Zbrush for example. Rendering out just the high poly should also net you an alpha, so you can just show off the mesh itself. I wouldnt recommend putting an animated high poly in a demo reel though, show off your low poly stuff, the diffuse, spec & normal maps (which imply a good high poly mesh) and show the rest via pictures for whatever website you use to show off your work.

    I'm no pro though, not yet so consider this just feedback from a fellow artist.
  • megalmn2000
  • Cobe
    Thank you guys for the great advice. I will not touch Vray or MentalRay, going for UDK.

    I have checked Marmoset what is it. Its look great. but because i am new at this, i would prefer,a full tutorial, from creating character to rendering in Marmoset. But i can't find tutorial like this, also for UDK,

    They are some lighting tutorial from eat3D, but not full tutorial, like, from high to low poly, baking, mapping texturing, import that in UDK, etc.
  • jimmypopali
    Marmoset is just a program to put your model in, view it, put the textures on which give you your render. Things like DOF, bloom etc. can be put in. But it's just a viewer, in basic terms.
  • biofrost
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    biofrost polycounter lvl 12
    If you want simple Marmoset will be easier to set up. All you need to do is export the model out as a obj(make sure ts unwrapped and the such) and within Marmoset you can apply the different textures.
  • Cobe
    I can't find some Full tutorials of Marmoset, there are some on youtube, but i barely understand what's going. Is there any tutorial with the workflow from Zbrush/Max/marmoset? You know, i am new at this, and i really need some full tutorial for this, because i will get lost of the program, and no idea how to use it first, and how to set up things.
  • Dataday
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    Dataday polycounter lvl 8
    Cobe wrote: »
    I can't find some Full tutorials of Marmoset, there are some on youtube, but i barely understand what's going. Is there any tutorial with the workflow from Zbrush/Max/marmoset? You know, i am new at this, and i really need some full tutorial for this, because i will get lost of the program, and no idea how to use it first, and how to set up things.

    You dont need a tutorial for Marmoset.

    Once you learn how to make a 3D mesh, UV it, make a diffuse map (texture), Normal (lighting information, gives the illusion of depth/ high detail) and Specular map (tells the engine what is reflective and what is not), then marmoset will make sense.

    Just task yourself with making a crate (simple cube). In maya they come pre_UVed. Export the UV snapshot as an image file and take it into Photoshop. Texture or draw on the map from there, OR export the cube as an OBJ and import it into Mudbox. In Mudbox you can paint directly onto the cube. Export the paint layer as a TGA file. In Marmoset you open the OBJ you made in the 3d application and in the material tab toss in the TGA file you made in mudbox (or photoshop) via the diffuse button. Wala, you have a textured cube. You then can generate specular and normal maps to really bring out more detail.

    Thats the most basic, simplified workflow you will need to accomplish. There is lots of information out there, and videos. Just take it one step at a time.
  • riot
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    riot polycounter lvl 12
    Hey Cobe. I am new at this too and I know that it isn't easy at the begging because you see so many things and concepts that you finally get dizzy. But polycount has a lot of users willing to help the begginers and that's awesome. Some of them even make video-tutorials so you can understand those concepts and the workflow better.

    sltrOlsson has a great tutorial which shows how to sculpt, export, and edit broken concrete in maya. In the eat3D free videos section there are some great tutorials too that you can acces without any fees and they can be really helpful. If you want to watch a tutorial with the complete workflow of an asset, from start, hi poly to low, baking and exporting,etc. 3dmotive has a great tutorial which is divided in two parts: Part1, Part2 and it's really helpful because Alec explains what is going on, why is he doing that, etc. The subscription to 3dmotive may cost $22, but the videotutorials you'll be able to watch are totally worth that money. The foliage modelling tutorial is a pretty popular and good one also.
  • Cobe
    Thanks guys for the great apply. Now i have better understand on, i will continue to work damn hard. I want to ask u guys something different.

    I live in country, where art, animation, games and VFX are hardy unknown for people here. They are some TV studio, but the pay is really low, cant get to pay all the bills for one month.

    So i thought, i want to focus on art, modeling etc, but the problem bother me is that, i am 24 still living with my parents, as many friends here, because of high unemployment. And also as mature guy, i want to earn some cash, to pay the bills, even my parents a lot, and that's not the problem, but i want to earn on my own.

    Also there is really good tutorial online, like CGWorkshop, RydanWorkshop, Visulariumalso ZackPetroc Master classes, so it will be good thing to buy some of these to learn the entirely workshop of creating character and the same time will learn Anatomy. But damn, the price of the course is really give me headache
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