Hey all, long time listener first time caller.
I used to do a lot of low poly work back in '04-'07 with 3dsmax when I was a teenager. I was mostly making character models and environment props for quake3 engine games. Everything seemed so simple to me but now I feel lost and confused about where to pick things up!
I put down modeling a long time ago and have been interested in picking it up again as I've finally become capable of drawing and working with photoshop I'm completely lost as to what the standards are today for level of detail and how to achieve something like that. I hear a lot about "sculpting" and normal maps and see a lot of extremely complicated looking things that I wouldn't even know where to begin.
Could anyone tell me some catch-up resources or give me a good lecture on what it's like to deal with today's methods and standards in comparison to the environment I grew up with?
Part of me worries that because I never received a formal education (self taught w/ some tutelage of someone that was somewhat experienced) and will never get to receive one (I'm disabled) that I'll be left behind even more in the coming years.
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EDIT:
That being said, pay for DigitalTutors when the need arises.
My income is extremely prohibitive to be using Eat3D haphazardly, 3Dmotive and DigitalTutors look neat though. I can definitely shell over $24-$30 here and there every few months to learn new things and keep up.
I wasn't exactly expecting to spend money on catching up but I think its entirely reasonable given my situation and these prices. Are there any other definitive guides or resources I should be aware of (beyond the freebies those sites may dole out to prospective subscribers and buyers)?
Thanks for all of this so far though, it's got me feeling pretty positive!
It's hard to get back into it after being out for so long. I went through a similar time back in '08-09 and honestly, my high poly work still isn't great. My roommate has been out since 2007, and he's trying to get back in as well. It's tough man, but Polycount can help. Just post your work as you go, get good critiques, and constantly refine your work and yourself. Godspeed.
There's also a huge Udemy thread here on PC which cheap invaluable tutorials.
and for $2.15 http://www.3dnice.net/game_weapon_dev.html is a fucking steal
I recommend polycount member Hai Phan's cgcircuit series. It's like game character modelling 101.
He has trailers and lesson previews on his youtube channel.
[ame="http://www.youtube.com/watch?v=vbCl66NFTSs"]3D Character Art for Games - Vol. 1 - 720P - YouTube[/ame]
Vol. 1: Introduction & High Res Modeling Theory - ~1.5 hours - FREE!
Vol. 2: High Res Modeling Application - ~2 hours - $6.99
Vol. 3: Low Polygon Modeling - 1+ hour - $6.99
Vol. 4: UV Layout - 1+ hour - $6.99
Vol. 5: Baking Maps - almost 3 hours - $6.99
Vol. 6: Texturing & Presentation - coming soon!
This first video is also available for free at CGCircuit where it is split into chapters for more convenient viewing: http://www.cgcircuit.com/course/3d-ch...
I should be in a pretty good place from here on out now that I have a better idea of what I need to be doing to catch up. I really appreciate everyone's input and believe I have the resources now to get back in the swing of things.
Hope to post some things for critiquing later next year after all of this.
Thank you!
Why wait until next year?
If you post now you might even get some pointers from people which could help you along the way whilst you're learning and catching up
Yeah, please don't wait till next year. Unless you're at a school that kicks more butt than this community (and I mean REALLY kicks more butt than this community), post frequently all your crap you make.
A lot changes in a year. A LOT.