I'd love to see some wireframe breakdown on some of these items, especially the land pieces (I.E. Rock over hangs) I'm aspiring to be an environment artist and I would like to know the tri-count on items such as that to better my understanding of it.
thanks everyone, here is the latest chapter in the architecture series. This goes over creating tiling textures in Z-Brush. It specifically shows how I created the hexagonal roof texture that is mentioned in the first chapter.
@ Metzger- Here are some wireframes from the boulders and cliff-overhangs. When doing non animating environment pieces such as rocks and cliffs we usually sculpt them in Z-brush and use decimation master to create the lowpoly mesh. The end result doesn't create the prettiest wireframes but since they are static geometry it doesn't matter. I've also found Max's pro optimize does a great job as well and even retains most uvs.
Here are the boulders Danny made.
And here is the cliff overhang. I decided to bake the diffuse color and Ao into the vert color since cryengine doesn't have multiple uv channels. I also had to have a slightly higher poly count since I needed verts to store the lighting info. In addition the diffuse grass and rock tile are almost completely desaturated.
Where were you before I threw 1000's of dollars in a hole with my degree . I keep coming back, and every time there's just more and more wonderful knowledge getting dispensed. You guys rock. Keep em' coming.
I have watched a lot of tutorial videos and I have to say that you do an excellent job explaining things. You don't assume the viewer has an extensive knowledge of the program and take the time to walk them through it step by step. Kudos on the nice work
I love everything in this thread.
I've been looking at taking classes at future poly for a while now, but can't due to the fact I do not live near Bellevue!
@JoshSchmitt- I don't know about almost finished as I plan on getting vehicles, characters and fleshing the tower out. How have things been? You should drop into open lab sometime and show off your new work.
Things have been good, still learning and figuring out new tricks. I now have some free time so I might be able to stop by, I have just been working on a couple scenes, nowhere near finished yet. I got to get things in motion and stay motivated!
Just watched your video for texturing. Really nice job with the grid texture. I usually just block out the base in Max/Maya and bring into ZBrush laid out and hit f. Your way is much easier.
One thing I noticed instead of hitting t and redrawing/scaling each time you draw a mesh on the canvas you can just hit Shift + S to stamp it and then just move your tool around and repeat till ~.
I like using export doc instead of MRGBZ Grabber too. Looking forward to the next one.
Where were you before I threw 1000's of dollars in a hole with my degree . I keep coming back, and every time there's just more and more wonderful knowledge getting dispensed. You guys rock. Keep em' coming.
I know, that's the biggest thing I'm up against when talking with parents. They don't want to except that a degree isn't as useful as a solid portfolio in the art industry.
I have watched a lot of tutorial videos and I have to say that you do an excellent job explaining things. You don't assume the viewer has an extensive knowledge of the program and take the time to walk them through it step by step. Kudos on the nice work
Thanks, It's hard to balance between too much information and not enough so I'm glad its working for you.
I love everything in this thread.
I've been looking at taking classes at future poly for a while now, but can't due to the fact I do not live near Bellevue!
Well once I wrap up the online CeleryLand curriculum you won't have an excuse
Just watched your video for texturing. Really nice job with the grid texture. I usually just block out the base in Max/Maya and bring into ZBrush laid out and hit f. Your way is much easier.
One thing I noticed instead of hitting t and redrawing/scaling each time you draw a mesh on the canvas you can just hit Shift + S to stamp it and then just move your tool around and repeat till ~.
I like using export doc instead of MRGBZ Grabber too. Looking forward to the next one.
Thanks Jeff, that shift S is going to restore sanity to many students and myself.
thanks Neil, I hope everything is going good with you. That Zombie character you've been working on is looking insane!
Ryan Demita from Bungie did some cool sketches for the mining characters and equipment during a class demo. I decided to start a weapon tutorial that covers basic subD modeling, baking, and the Ddo workflow.
Some renders of the lowpoly Wrench out of marmosetToolbag.
And heres the wrench in CryEngine.
Also I finished a quick CryEngine setup tutorial here.
thanks everyone, here is the latest chapter in the architecture series. This goes over creating tiling textures in Z-Brush. It specifically shows how I created the hexagonal roof texture that is mentioned in the first chapter.
@ Metzger- Here are some wireframes from the boulders and cliff-overhangs. When doing non animating environment pieces such as rocks and cliffs we usually sculpt them in Z-brush and use decimation master to create the lowpoly mesh. The end result doesn't create the prettiest wireframes but since they are static geometry it doesn't matter. I've also found Max's pro optimize does a great job as well and even retains most uvs.
Here are the boulders Danny made.
And here is the cliff overhang. I decided to bake the diffuse color and Ao into the vert color since cryengine doesn't have multiple uv channels. I also had to have a slightly higher poly count since I needed verts to store the lighting info. In addition the diffuse grass and rock tile are almost completely desaturated.
while i enjoy all of your tutorials, i would like to request one on how to use methods like vertex baking, etc. in cryengine 3, bc modularity (texture wise) is quite difficult to achieve with this engine.
Every time I see Celeryland has popped to the front page of P&P I get super excited. Thank you for all the great explanations, from a complete noob in creating game art.
Hey everyone, I'm excited to share with you a new game I've been working on this past year. Its a Contra style 2d shooter set in the Celeryland environment. Check out the vid here. http://www.kickstarter.com/projects/1022212678/bullet-bros
Not okay that your thread got knocked back to page two. Your new project is just too good.
Make a new thread, either here or in General Discussion, don't be shy! Show it off! Your stuff is some of the best this site has ever seen! You need to get more attention than you're getting.
Guys, as polycounters it's in our best interest and Jason's to see this project succeed. Let's do what we can to help him out.
We are proud to announce our first online 3D Modeling for Games course! The main focus of this course is for students to build a complete environment portfolio piece so instructor feedback and critique will be a large portion of the class.
Check out the Video Syllabus here to see the course structure and please help pass it along to anyone that might be interested. The first session of the class will be very small so that each student gets proper guidance. Contact us at register@futurepoly.com if you would like to be added to the waiting list.
This is double fun for me as a Level Designer. Very nicely done.
If it wasn't so absurdly expensive (though rightly so with the quality) I'd probably consider it just to brush up my environment and texturing skills. Alas, I'll dream while I save.
If it wasn't so absurdly expensive (though rightly so with the quality)
It is very expensive indeed. But also, you have to consider what you get. I have taken a CGWorkshop, and gotten zero out of it.
I have also taken Scott Eatons courses, which was expensive, but learned a ton.
I saw a sample lesson today, and I am thinking this might be worth it for aspiring artists.
I am working in AAA as an environment artist myself, but I am actually considering taking this anyway. Seems to be such a high quality, and FINALLY a course that is concise!
I love not having to skip through 20 mins of com,pletely boring nonsensical bullshit, to actually find that one sentence that teaches me something
It is very expensive indeed. But also, you have to consider what you get. I have taken a CGWorkshop, and gotten zero out of it.
I have also taken Scott Eatons courses, which was expensive, but learned a ton.
I saw a sample lesson today, and I am thinking this might be worth it for aspiring artists.
I am working in AAA as an environment artist myself, but I am actually considering taking this anyway. Seems to be such a high quality, and FINALLY a course that is concise!
I love not having to skip through 20 mins of com,pletely boring nonsensical bullshit, to actually find that one sentence that teaches me something
Ye, I'll still have to save up a few months to afford one lesson :P It's like half the average income over here. Not saying it's pricetag isn't worth it, just that it's very costly. Like "I can either have food or art skills" costly
Need to save up! For a quality education I'd say its very cheap. Especially condensed and in no-nonsense way. Great thread, need to read through all detailed replies now.
Personally I think the cost is cheap! A lot of schools now a days cost upwards of 10,000 a semester. So its at least 2,000 per class and often times the class is complete bull shit and you are only taking it to fulfill a requirement for your degree. Just watching the video and reading up a bit on the class, I honestly feel you could learn more with this one class than a whole degree of course work at some of the various colleges that offer a video game degree. If you can't afford it take out a loan or something because if you are serious and it lands you a job it will be a tiny investment in the long run. Anyway, that's how I see it personally. If they had a character art class I would def. consider taking it myself.
Compared to taking a educational course at specialized schools and unis it certainly is (Those are usually only worth it to have a completed education to show off to the state and some industry networking). Clearly a better investment in terms of actual skills. But with running costs, you're probably better off not taking a loan and just saving up for a few more months. If you can prevent a loan, prevent it
Character Art classes would certainly be interesting and round it out nicely for anyone looking to get into game art.
I was wondering if in the future you might release the training as set of DVDs + some sort of book or written training material? I am planing to apply sometime next year, but was wondering if in the future you would consider some alternative way of delivering the education?
Replies
[ame="http://www.youtube.com/watch?v=ufZAf9egWYI"]http://www.youtube.com/watch?v=ufZAf9egWYI[/ame]
@ Metzger- Here are some wireframes from the boulders and cliff-overhangs. When doing non animating environment pieces such as rocks and cliffs we usually sculpt them in Z-brush and use decimation master to create the lowpoly mesh. The end result doesn't create the prettiest wireframes but since they are static geometry it doesn't matter. I've also found Max's pro optimize does a great job as well and even retains most uvs.
Here are the boulders Danny made.
And here is the cliff overhang. I decided to bake the diffuse color and Ao into the vert color since cryengine doesn't have multiple uv channels. I also had to have a slightly higher poly count since I needed verts to store the lighting info. In addition the diffuse grass and rock tile are almost completely desaturated.
I've been looking at taking classes at future poly for a while now, but can't due to the fact I do not live near Bellevue!
Things have been good, still learning and figuring out new tricks. I now have some free time so I might be able to stop by, I have just been working on a couple scenes, nowhere near finished yet. I got to get things in motion and stay motivated!
One thing I noticed instead of hitting t and redrawing/scaling each time you draw a mesh on the canvas you can just hit Shift + S to stamp it and then just move your tool around and repeat till ~.
I like using export doc instead of MRGBZ Grabber too. Looking forward to the next one.
I know, that's the biggest thing I'm up against when talking with parents. They don't want to except that a degree isn't as useful as a solid portfolio in the art industry.
Thanks, It's hard to balance between too much information and not enough so I'm glad its working for you.
Well once I wrap up the online CeleryLand curriculum you won't have an excuse
Thanks Jeff, that shift S is going to restore sanity to many students and myself.
thanks Neil, I hope everything is going good with you. That Zombie character you've been working on is looking insane!
Ryan Demita from Bungie did some cool sketches for the mining characters and equipment during a class demo. I decided to start a weapon tutorial that covers basic subD modeling, baking, and the Ddo workflow.
Some renders of the lowpoly Wrench out of marmosetToolbag.
And heres the wrench in CryEngine.
Also I finished a quick CryEngine setup tutorial here.
[ame="http://www.youtube.com/watch?v=ayIh01czPlc"]http://www.youtube.com/watch?v=ayIh01czPlc[/ame]
damn.
Thank you.
while i enjoy all of your tutorials, i would like to request one on how to use methods like vertex baking, etc. in cryengine 3, bc modularity (texture wise) is quite difficult to achieve with this engine.
cheers
the high rez youtube version of the vid
[ame="http://www.youtube.com/watch?v=iUcYY48xO3M"]http://www.youtube.com/watch?v=iUcYY48xO3M[/ame]
I think I love you.
Make a new thread, either here or in General Discussion, don't be shy! Show it off! Your stuff is some of the best this site has ever seen! You need to get more attention than you're getting.
Guys, as polycounters it's in our best interest and Jason's to see this project succeed. Let's do what we can to help him out.
This needs a news post and a thread.
Subscribed!
We are proud to announce our first online 3D Modeling for Games course! The main focus of this course is for students to build a complete environment portfolio piece so instructor feedback and critique will be a large portion of the class.
Check out the Video Syllabus here to see the course structure and please help pass it along to anyone that might be interested. The first session of the class will be very small so that each student gets proper guidance. Contact us at register@futurepoly.com if you would like to be added to the waiting list.
[ame="http://www.youtube.com/watch?v=4PX1PG-IKO0"]3d Modeling for Games: Online Course Syllabus - YouTube[/ame]
Thank you!
Jason Stokes
If it wasn't so absurdly expensive (though rightly so with the quality) I'd probably consider it just to brush up my environment and texturing skills. Alas, I'll dream while I save.
It is very expensive indeed. But also, you have to consider what you get. I have taken a CGWorkshop, and gotten zero out of it.
I have also taken Scott Eatons courses, which was expensive, but learned a ton.
I saw a sample lesson today, and I am thinking this might be worth it for aspiring artists.
I am working in AAA as an environment artist myself, but I am actually considering taking this anyway. Seems to be such a high quality, and FINALLY a course that is concise!
I love not having to skip through 20 mins of com,pletely boring nonsensical bullshit, to actually find that one sentence that teaches me something
Ye, I'll still have to save up a few months to afford one lesson :P It's like half the average income over here. Not saying it's pricetag isn't worth it, just that it's very costly. Like "I can either have food or art skills" costly
Character Art classes would certainly be interesting and round it out nicely for anyone looking to get into game art.