Hello everyone, I have been interested in being a 3D artist for quite some time but never took the dive. I got inspired by the video table tennis - expert in a year and I wanted to give it a shot. Since I am now considering a career change I think it is time for me to put in the hours and move on to my next challenge. I already have some experience as a modeler so I am not starting from scratch but I am far from being able to charge money for my services.
I wanted to create a thread where I can show my progress, talk about the challenge I faced and connect with the community. My goal is to be able to charge confidently for my services in a year from now and to have connected with other professionals.
I will post Updates at least once a week in this thread to keep me focused on my goals.
That is all for today and I am really looking forward to talk with you guys.
Replies
I believe it can be done within a year (depending on your definition of expert) if you have the discipline required for it.
Great goal to have. You have your work cut out. There are only about 20 different applications to learn in the modern pipeline.
But seriously, just keep at it. Keep setting goals every month. Start with small projects. Prop modeling/texturing. That way you won't get bogged down in a spirraling project that you lose inspiration on and dump in the 'graveyard' folder on your E drive.
You already gave some modeling ability so just push it monthly. Research into good project management basics and pipelines/workflow as this will become very important later on, especially if you want to turn pro in 12 months.
Are you just going to specialise in modeling gigs or do you intend to study the whole shebang: modeling/uvs/texturing/shading/lighting/rendering/rigging/animation/compositing.....no wait...I know there's more....
Best of luck mate. Good call on posting wips/starting a sketchbook.
Maya&Zbrush - modelling & Unwrapping UVs & LOD
Substance painter & Quixel suites & xNomals - Baking and texturing
UE4 - Building playable environments & Blueprints
Here it is in the substance painter previewer. I will combine all the maps in Photoshop for now and then try to get a better render in Marmoset.
Also check out the Monthly Art Challenges. #40 should be up soon - they're a great place to hone your skills and bounce ideas off others working on the same assets.
~kade
Tell me what you guys think. Feedback on my UVs (I actually got an error while exporting them from substance painter?). Thanks!
Those bevels are not necessary, as you already have done uv splits I think you can get fairly good bakes as long as your highpoly is properly beveled. And the effect you get from the bevels could have been in your normal map. But that all depends on how much you value the 200 tri you save from removing those bevels.
2016-05-09_wooden_chair2.png
I guess you were right, here it is at 472 tris:
or you could get a less noticeable tiling wood texture.
Great work. You're doing a commendable thing here by just pumping out simple assets through the entire pipeline, rather than bogging yourself down in an overwhelming project that you might shelf and never finish.
And I still can't get my model to look the same in UE4. The handle are not shiny and the wood look brighter and flat. Help?
Thank you.
How knowledgeable are you with unwrapping and projecting UVs?
If you have a hard edge it needs to have a UV cut at that edge. If you have a hard edge, that edge must be separated in the UV map. That hard edge needs to be separated to bake properly. When it is a soft edge it needs to be sewn in the UVs. Keep in mind if the edge is hard separate in the uvs, but if the uv is separated it does not NEED to be hard.
Read this: http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts/p1
Make sure you properly space and lay your UV hulls appropriately to optimize space.
Like so (Orlando Jones Video):
As far as shading... does this occur after you bake lighting? If so what do your lightmaps look like?
The carpet should not shine or have gloss.
As far as loss of detail, Try unchecking the srgb setting for your black and white maps in unreal both for metalness and roughness. You also need a reflection sphere in your scene.