Hey guys,
This is my first post, and if this is in the wrong section or perhaps this has been asked (too) many times, I apologize.
I'm an aspiring 3D artist, and I consider myself decent at modelling. However I have a few questions.
1) Blender to Maya
I use Blender a lot, primarily because I can understand it and it's fast, straightforward workflow of shortcuts etc.
However, I figure it'll be nice to add Maya or Max to my toolbox, since it's used in the industry and so forth.
However, I'm struggling. I have both programs, and I'm planning on taking on Maya first, even though Max looks more intuitive for game design.
I just don't get the workflow of the interface.
There just isn't the freedom or instant access to tools Blender offers.
Can anyone give me any links to tips, tuts, guides etc that can help me out?
2) Intersecting geometry
I see a lot in stock game models intersecting geometry. How common and accepted is this in the gaming industry? Why would I have intersecting geometry instead of one connected mesh?
3) Texturing
I'm ok at texturing over AOs and UVs, but I always struggle to get the detail or the naturalism of stock, professional texture maps.
Can anyone please link any good guides to achieving good strokes in Photoshop please?
4) Sculpting
I have zBrush, and looking to get into sculpting concept high-poly models. However, I'm not understanding the concept of it. How does one create a human figure or object from a cube?
Can anyone please give me, again, helpful starts to sculpting please?
Thanks so much guys, I know I'm asking a lot, but just some questions I can't seem to find solutions for.
Best regards,
Quadscount.
Replies
2) It's common and can work pretty well. It depends on the engine and lighting on how well it works, where it can be used, and how often. End devices may affect this as well, at one point Unity for android would create a separate draw call for anything that wasn't one connected mesh, but I'm not sure if this is still the case. It's fine to intersect, but it's also worth knowing how you target platform handles models.
3) Texturing is one of the hardest and most important parts of creating art assets. There's a lot of useful tools that have came out in the last few years. Try DDO, Substance Designer/painter, or 3DCoat if you haven't already. All of these applications help texturing but have their own approaches. Also if you are using a engine that supports PBR, if you understand it, it makes texturing a bit easier in ways.
4) Basemeshes help a lot when sculpting, I'd suggest avoiding sculpting complex shapes from primitives until you master sculpting in general.
[ame]https://www.youtube.com/watch?v=ac4qV2uIF3Q[/ame]
or in ZBrush
[ame]https://www.youtube.com/watch?v=7tAcZsMhxM0[/ame]