polypeople,
here is my free tut that uses max,ps,audacity, and unity. It is aimed at low level designers that use max and adobe. my goal was to get this done for my portfolio while helping junior artists such as myself with the ultimate goal of being featured in the polycount recap (best of luck to me).
you guys are all awesome and i hope to be as good as many of you are and maybe even find employment in the field.
ch33rs
sp3nce
http://img51.imageshack.us/img51/9276/trashrenderfinalcomppol.jpg
Replies
My guess is he used audacity to record the audio for his tutorial. though without being able to see it I wouldn't be able to say for sure.
@supersp3nce
You haven't linked in the actual tutorial.
Judging from the final image I don't think your quite at the stage to be doing tutorials yet either.
The image shows no understanding of good presentation or colour theory. It shows a very limited understanding of texturing and baking. The model itself is half descent though and does read as a bin. Without seeing the tutorial I couldn't say for sure but I think you need to spend less time making tutorials and more time working on your own artwork.
I realise this might come across as a bit harsh and might not be something you want to hear but trust me I'm saying it because I want to help you.
Some constructive critique; the edges are too tight on the high poly, smoother edges do not alias as bad when viewing the model from longer distances. The low poly wheels are completely different from the high poly, i'm sure this is down to having problems baking a round object. Try to keep the HP wheel to the same amount of faces as the LP and chamfer the HP edges. This enables you to bake perfectly.
It would be very helpful to see your UVs too.
my bad on forgetting the link, posting the image was a little more tedious than i thought. i do not post much but just get on and look at the art on here, forums (and their people) can get a little crazy.
@all commenters (and thanks for the feedback!)
this tut is aimed at junior artists by a junior artist.
@Chillydog12345
i used audacity for a brief amount of time to put audio into the short animation. camtasia is what i used for recording.
@AzzaMat @Chillydog12345
this is meant to show a junior artist getting into 3d a wide variety of techniques that they may have trouble grasping such as myself.
@AzzaMat @Chillydog12345 @Holland
i do need to get much better at texturing but just wanted to get at least one tutorial produced to boost my portfolio, this just gives a quick look into the material editor and working with a diffuse texture. i also need to get better at the baking workflow, i just removed edges to make the lp and what not before the unwrap. i will look into making my final artpiece contain the uv's as many designers have been doing.
thanks for the feedback and i will keep working on my skills in relation to baking, making softer edges, and getting a better understanding of texturing and my own artwork.
I went on his profile.... hes just graduated from a games design degree....
Ok this is bad. Everyone, this is an 18 HOUR, 92 part video tutorial for a ~1 hour asset, at beginner quality.
I agree with AzzaMat that the outcome is not good enough for you to even be making a tutorial, but seriously read the sentence above this. An 18 hour, 92 part video. Either you are joking or have lost your mind. This is ridiculous.
...18 hour, 92 part video....
Please, OP, remove this from the internet. Save yourself and others from this information.
Bottom line, junior artists should not teach other junior artists. The internet is too vast with communities bearing free help to resort to that.
I'm not sure anyone would ever need this. The only reason tutorials exist is to learn a skill from someone that is at a higher skill level.
And why is it 18 hours long? Do you think people will really watch all 92 videos? In 15+ years, I've never seen or heard of anything like this, and I'm astonished. Like everyone else here says, an asset like this would take a pro level artist about one hour. Anyone that knows how game art works will see this, and that will not reflect well on you. I'm with Chris.. honestly, the sooner this is off the internet, the better for you and young artists that might take this seriously.
Straight talk: The only reason a tutorial should be ~18 hours long is if it's from an extremely high level professional and it's part of a paid (and ideally, credited) art course. Also, you're not really at a level where you should be making tutorials yet. I've gone through parts of some of the videos and there are a lot of things here that more experienced artists would know not to do, and would hold back junior artists trying to learn.
And on the note of people asking about your school\education -- it might be worth it not to address or acknowledge that at all, because that sort of thing can open a can of worms and it's only going to look bad.
All that aside, you have a good attitude and take feedback really well. Good on you. I hope you'll understand this in the spirit in which it's intended.
All the great artist is grow up with critique, and wish you be an very good artist in near future
In 15+ years you'll still be modelling a trash can.
i get restless watching digital tutors well thought out lessons so i would cry having to watch an 18 hour long one to create what basically is a rectangle .
But yeah i agree with what everyone's saying. more time learning less time trying to teach others
Chin up and keep learning!
I couldn't even find a gif funny enough.....and i tried....Hard.....
In any case, post your work here so we can critique it.
So a little planning would go a long way, IMO.
With that said. I think making a tutorials at this degree of skill is not the best thing to do. What you posted on your about page sounds very humble and I feel you were just trying to do something nice for the community. I thank you for this gesture.
I think you have a decent grasp of the technical goings of the programs. This is the stage where you need to explore the artistic side. Study forms , color, texture, and tactile material studies. Work on prop assets is great. I would go into into some of the 3D motive tutorials since those are very straight forward and get results. Do not be afraid to remake and rework an asset several times to get the look needed. I find it that the second or third time I make something it is easier and better. This is an industry of repetition sometimes. I have made several trash cans, several windows, and several misc props. To me something like this prop could be done super quick especially if it is just a side prop in the game. But also this is not about speed. The moments you learn are the best time you have. Do not rush yourself to get into the industry just yet. Give yourself the needed time to hone your skills. Post your wips here and fellow polycounters will help you out.
Sometimes I find myself with low energy to art and in those times I listen to Bobby Chiu pod casts hearing how hard a person like Bobby Chiu has worked to get where he is at is just damn right inspiring to me. One thing to remember and this goes to everyone who posted here. We were all juniors once or even newbies at all this. I have assets that look like this saved up in my collection of hard drives. I actually have written tutorials in my junior years that I just look back and shake my head in shame.
We all start from somewhere. Hone your skills do not let some of the people here get to you, those people who are being rude do not listen to them. I hope all is well keep on going!
I will not lie to you though you have a long trek to go through to get to be considered a junior. With concentrated work I have seen some people at your level take around 1-3yrs of concentrated super dedicated work. You might be able to get some freelance in places but that will be slim pickings.
Good luck
Also something I just noticed is how the high poly looks nothing like the low poly. For instance look at the wheels, there was no point in doing high poly wheels if you were just going to throw a texture on it in the first place.
Anyway, good luck with what you're doing and take all this as a lesson rather than people bashing your work.
@MatthewO - a breath of fresh air in a place that smells of burnt sh*t
@rolegio - Thank you kindly, this is what I was expecting from real designers. I get that the prop is easy but my education was severely lacking and I am grateful for having the b.a. but still have a long way to go. Thanks for the comment btw and your site images rock!
@perna Thanks, I've been doing some simple assets and timing myself and they get easier every time (model/unwrap/texture/render). I wanted to do my tutorial that way but was kind of a bum about it, my next one will move much faster and contain all the info in a more timely manor by practice making "the wing of a plane" for instance without showing my refining and refining the model. thank you sir
WarrenM - aimed at rookies, nobody ever showed me that stuff. I am just trying to show peeps every little step and though process, will be corrected in the future no doubt, ty.
@Joopson - thanks bro, a distraction it was...you little mind reader you...
@s620ex1 - kind of a jerk comment, yes i titled it that way seeing as it was my first tut.
@Torch - im so confused...
@RavenTheBird - i will never quit, even though it is hard. ty
@AzzaMat - ITT, it sucked and they didn't teach us anything
to the nice guys (you know who you are) that typed me great messages and the nice short ones as well, thanks. MOTIVATION
sry, no offence, but as other said, you should wait untill you get some skill and then making tutorials.
Thanks for all of your effort! Live and learn, and keep moving forward!