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New as can be! Any tips on where to start?

Okay, so I am very new to the 3D modeling scene. So far, I have made a WWI Webley revolver using a method in 3DS Max that I learned from a you-tuber named "Stormy101". Other than that, I have little to no knowledge on how to do pretty much anything else. Ultimately, I would like to be able to make full scenes and detailed models using 3DS Max. (and other programs that any of you may recommend.) If any of you fine ladies and or gentlemen would like to lend a helping hand to a total newbie like me, I would be very grateful! Oh, and here is that model that I mentioned; ignore the cylinder, I imported it from Inventor, which was a big mistake on my part!png.gif

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  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Full scenes for video games or film?
  • Tree-Turtle
    Video games. By scenes, I am essentially referring to levels. But I would also like to learn more about modeling, optimization, texturing, bump-maps- that sort of stuff.
  • Shiniku
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    Shiniku polycounter lvl 14
    http://wiki.polycount.com/

    Read it all. Everything. For serious. Once you're more familiar with some of the terms and workflows you'll have a much better idea of what you need to work on. Keep at it!
  • Tree-Turtle
    ... All that? Well, okay then! Better settle in with some hot-coca, I got some learnin' to do! Thanks for the tip, Shinku!
  • DWalker
    I'd start simply and progress gradually. Keep in mind that the model is only the first third (and often the easiest); after you're done with the model you need to apply UVs, paint the texture, and import the model into the engine.

    Crates and barrels are a good starting point. They're simple but can have some complexity and provide good bases for learning about materials and weathering.
  • LRoy
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    LRoy polycounter lvl 14
    DWalker wrote: »
    I'd start simply and progress gradually. Keep in mind that the model is only the first third (and often the easiest); after you're done with the model you need to apply UVs, paint the texture, and import the model into the engine.

    Crates and barrels are a good starting point. They're simple but can have some complexity and provide good bases for learning about materials and weathering.

    I agree with this. Start simple and just keep going through the process, learning a bit each time. Model, UV, texture. repeat.
  • Tree-Turtle
    Okay, I think I have a pretty good idea of what to do now! First, I'll make a new model of something basic in my house, maybe a hand-tool of some sort, then the UV mapping followed by textures. Side question: This whole "high-poly subdivision modeling" thing is not necessary at the moment, yes? From what I have gathered, it is only useful for making normal maps.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Do you plan on creating current-generation game art? Certain practices in high-poly modeling still translate to low-poly game art.
  • Tree-Turtle
    I certainly would like to learn high-poly modeling, but I still need to learn how to use the program properly. Currently, I am working on modeling a speaker. Primarily, I wanted a model that would be somewhat quick so that I could UV and texture the thing.
  • tynew
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    tynew polycounter lvl 9
    A speaker might be difficult unless its just a box? Fastest thing you could make is a crate.
  • Tree-Turtle
    It's pretty much a box, for the most part. I just wanted something that I had a physical reference of and that would be somewhat good to texture.
  • DWalker
    A speaker would work, but the wires might be a bit much at your level.

    Keep in mind that once you have the model and UV's, you aren't limited to a single texture. A simple, matte plastic (which is probably close to your actual speaker) is probably the simplest and would be a good starting point; a simple diffuse and normal map for the rough surface would do. Next, try one with a wood veneer; the diffuse will be a bit more complex, possibly using textures from the web, and with a simple specular effect added to the material. Finally try one with a brushed metal texture.

    Creating the texture is probably the hardest part of modelling, especially for most props. Don't sell yourself short by rushing from one model to the next. Create a good base mesh, then spend time making variations.

    Don't forget to look into adding dirt, scratches, and other signs of use. I'd recommend against using a tool like nDo until you have learned how to apply the effects yourself.
  • tynew
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    tynew polycounter lvl 9
    Another tip a lot of people don't realize until a long time is that you can make your model out of multiple objects! If in real life it looks like a separate object, work with that.

    Also post progress here :)
  • Tree-Turtle
    Okay, after learning how to properly create a UV map (more or less) and having to deal with usual distractions, I have the thing all mapped out! Next up, I gotta do some texturing. Now, I had some previous experience in 3DS Max as well as other Autodesk programs before from classes I took and am currently taking in school; I have never touched Photoshop in my life. So, I will need to take the time to actually learn how the thing works before I can get much further.

    Here's the UV Mapped speaker. Kinda low poly, but I just want to practice texturing.
    9W9bvOj.png
  • Tree-Turtle
    Oh, and I found out how to get an image into a forum post. Forums are another thing I am new at!
  • Seaseme
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    Seaseme polycounter lvl 8
    Hi Tree Turtle,

    Welcome to Polycount!! We can be an tough crowd, but there are tons of people around who can help you really get into our little niche.

    A great starting point would be to head over to Eat3D.com and invest in this tutorial:

    http://eat3d.com/pillar - It's a fantastic starting place for learning a nice workflow for the majority of 3D Props. It's a bit dated, but none the less, it's so high quality that you'll walk away with a great understanding of the general modeling / texturing / texture baking process.

    After that - A great followup would be the official followup from eat3d: http://eat3d.com/texturing

    I know I sound like I'm an eat3D ambassador, but I firmly believe you can receive a great fundamental education from those two tutorials.

    After you get those things mastered and an understanding of the process, I would advise you to hang around here, and keep practicing publicly. Right here in the Pimping and Preview section. There's great people here who can help.

    Is there anything other than modeling that you're interested in learning so that I can give you some more specific direction?
  • Tree-Turtle
    Thanks, Seaseme! I have heard of those tutorials from eat3D before, but the problem is, I'm a 17 year-old high-school student, so funds are pretty low. I'll be sure to keep those in mind for when I do end up getting a job, which should be somewhat soon.

    As for other things that I am interested in, I really like the design aspects of video games. Gameplay, level-design, 3D graphics, and story-writing. I already have a pretty good grasp on these except for 3D graphics. I frequently play D&D with a great group of friends, so I'm no stranger to making interesting challenges, maps, and stories. Never hurts to learn more though! Lastly, I would also like to take up programming; not to become a programmer, but mainly to learn about coding in general. I was already learning a bit of Python, but then my free time sorta moved over to the modeling and stuff.
  • Seaseme
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    Seaseme polycounter lvl 8
    No problem! I can understand those eat3d tutorials are expensive. There are also some unbelievable free resources.

    You can learn a ton just from YouTube. The best way to learn is just to practice. Any answer you get here is going to be centered on the importance of work ethic and just trying. So. That being said:

    For free stuff I recommend greatly that you open all of the resources right here: http://wiki.polycount.com/CategoryEnvironmentModeling?highlight=%28%5CbCategoryEnvironment%5Cb%29

    And glen as much as absolutely possible, then look up the PolyCount monthly noob challenges and start participating. This is a profession where doing actually is as important as knowing. So, be inspired, as questions and have tons of fun!
  • Tree-Turtle
    Sure thing, man! My plan for tomorrow is to get some practice with Photoshop and check out your site, Game Textures. Also, I'll see what this "monthly noob challenge" thing is all about.
  • thepapercut
    Everyone pretty much gave the best possible advice. Just don't give up and keep pushing yourself.
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