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Can someone help me get a clear vision/path that I need to take in order to learn 3D game art

TheBaldNoob
polycounter lvl 2
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TheBaldNoob polycounter lvl 2
When googling about this its a bit overwhelming and nothing really explains the stages that well. I am wondering what topics I should learn first. For example, do I start with 3D? What specifics do I need to go through, and whats the best order I should learn them in to piece them together correctly.

I have some experience with these things so I am not totally blind on the subject if that helps, I just need more structure to make me learn easier.

Software I have access too:
3DS Max
Mudbox (can get zbrush)
Photoshop

Can also get substance painter.

Replies

  • 3dReaper
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    3dReaper polycounter lvl 4
    Could you post something you have completed? Whatever that maybe, at least within the 3D realm of work.

    I would suggest modeling basic objects. A crate, barrel, metal drum, etc. nail the silhoutte and take the piece from there, make sure you have plenty of reference. Peruse ArtStation for what others have completed for a sense of quality and another's interpretation of the object you are modeling. Take it slowly and try to nail the 3D representation of the object. I would not worry about texturing if you have not grasped the modeling aspect yet. Focus on good edge flow and appropriate topology of the object.

    Focus on tutorials that can give you a further understanding of the process, search for barrels or the like.

    Post your progress and people will help via critiques and lend suggestions for improvement or aid.

    Peruse the Polycount wiki as well:
    http://wiki.polycount.com/wiki/Polycount
  • TheBaldNoob
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    TheBaldNoob polycounter lvl 2
    Im personally am in the situation where I am currently practicing modeling, learning techniques trying to get efficient and good. However they don't have textures yet. I'll post some things soon as its currently 5am I just woke from an accidental nap lol.

    I've also practiced sculpting a bit also, just not the "baking" side of things.

    Thank you for the reply :)

    Updated with a model I made this morning. Learned a lot from it to be honest. Done without a tutorial !
  • Shrike
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    Shrike interpolator
    id say start with modeling and try to get proper highpoly meshes with using turbosmooth that look as realistic as you can

    Always model real life objects, dont waste your time with made up stuff.

    If you get a bit of a hang with turbosmooth modeling, try to make a simple model like the cartridge and do a lowpoly for that and look into normal map baking on the polycount wiki. If that worked reasonably, try texturing with photoshop, leave stuff like substance on the side. Watch as many tutorials as you can. Also you dont need to master one thing before starting on the next workflow thing.

  • yukonwanderer
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    yukonwanderer polygon
    Shrike said:
    Always model real life objects, dont waste your time with made up stuff.

    How come? 
  • twoquiznos
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    twoquiznos polycounter lvl 4
    it allows u to train ur eyes to see the where the vertices should be and making things as close to realistic as possible is what the game world is aimming for right now
  • TheBaldNoob
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    TheBaldNoob polycounter lvl 2
    Update, my first high poly! Taking the model from real life advise I had a can of coke on my desk.




    I'll potentially texture this when it comes to learning that!. Looks good to practice with.
    Ill probably practice the details on the top of the can in time also. (the opening part)
  • Shrike
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    Shrike interpolator
    Shrike said:
    Always model real life objects, dont waste your time with made up stuff.

    How come? 
    there are tons of drawbacks by doing made up stuff. Doing realistic things, everyone can spot the mistake easily, you yourself can spot the mistakes better, you dont have to interpret some random shapes a concept artist painted in 2D, real objects are worth more in your portfolio, they are harder to do and learn you more, you can not just do a cheap way out saying "yea I just do it different" on a real model. Real models also look better. You cant compare a real product where 50 people spend 1000 hours on it and is fully thought out, against a 2D image some artist spent 20 minutes on.
  • jaker3278
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    jaker3278 polycounter lvl 8
    Totally agree with SHRIKE on the fact that modelling from real life is the way to go at this stage. It shows yourself an everyone else what mistakes you are making as we are all judging from the same starting point. You can also replicate the feel or mood of a real object much more closely and have people critic. Classical artist would all start this way, from life drawings, still life and from nature, i believe its the same with 3d art. 
  • killnpc
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    killnpc polycounter
    I would advise learning ZBrush and Substance Painter as soon as you can. ZBrush is already an industry standard, a lot of studios use it in-house. Substance Painter will give you a big leap forward with textures, I believe it will become an industry standard if it isn't already, I think the sooner you learn it, the better off you'll be.

    Things you should forge in your studies:
    • Learn how to setup a clean scene. Know how to set your units to meet a project's. Blocking out a mesh first will help ensure your model is forward-facing and pivot is centered (0,0,0).
    • Learn how to export/import meshes to and from programs
    • Learn how to Sub-D model for hard surfaces
    • Learn how to sculpt highpoly organics (ZBrush also has tools for achieving great looking hard surfaces)
    • Learn how to re-topo, common practice has been to decimate a dense mesh to lower the mesh count for better viewport performance.
    • Learn best practices for setting smoothing groups and unwraps for clean bakes
    • Learn how to bake: Normals, AO, ect. You'll often have to break out your mesh or render it in pieces to prevent cage intersections that create baking artifacts. Substance Painter will allow you to render pieces of a model based on IDs, isolating those IDs during the baking process, which yields similar results.
    • Learn how to texture using PBR shaders.
    • Learn how to export a clean mesh into an engine and/or viewers
    • Hit F1 and read when you hit a snag.

    Beyond that, reading/watching tutorials is useful for picking up smart practices and techniques. And over time begin developing non-destructive workflows and gaining production speed. And, keep doing what you're doing; Post your progress on the forum with an open mind and eagerness to learn.
  • TheBaldNoob
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    TheBaldNoob polycounter lvl 2
    killnpc said:
    I would advise learning ZBrush and Substance Painter as soon as you can. ZBrush is already an industry standard, a lot of studios use it in-house. Substance Painter will give you a big leap forward with textures, I believe it will become an industry standard if it isn't already, I think the sooner you learn it, the better off you'll be.

    Things you should forge in your studies:
    • Learn how to setup a clean scene. Know how to set your units to meet a project's. Blocking out a mesh first will help ensure your model is forward-facing and pivot is centered (0,0,0).
    • Learn how to export/import meshes to and from programs
    • Learn how to Sub-D model for hard surfaces
    • Learn how to sculpt highpoly organics (ZBrush also has tools for achieving great looking hard surfaces)
    • Learn how to re-topo, common practice has been to decimate a dense mesh to lower the mesh count for better viewport performance.
    • Learn best practices for setting smoothing groups and unwraps for clean bakes
    • Learn how to bake: Normals, AO, ect. You'll often have to break out your mesh or render it in pieces to prevent cage intersections that create baking artifacts. Substance Painter will allow you to render pieces of a model based on IDs, isolating those IDs during the baking process, which yields similar results.
    • Learn how to texture using PBR shaders.
    • Learn how to export a clean mesh into an engine and/or viewers
    • Hit F1 and read when you hit a snag.

    Beyond that, reading/watching tutorials is useful for picking up smart practices and techniques. And over time begin developing non-destructive workflows and gaining production speed. And, keep doing what you're doing; Post your progress on the forum with an open mind and eagerness to learn.
    Thank you for the right up!
    I am just wondering about the units. Does it matter what size you make things if all other proportions are right? Since you can scale the object anyway.

    Lets say if I modeled a cup but the handle and bowl part is modeled just right for eachother and I then import it into a scene. Would it be wrong if I needed to scale or downscale it a bit?
  • Raane
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    Raane polycounter lvl 3
    It's not so important when you look at a lone object but you absolutely need a consistent scale between assets so you can drag them into each others scenes to ensure they are working in concert.
    If everything is working to the same scale it's far easier to maintain Texel Ratio (how many pixels of texture occupy a set area).
    Basically everything will be easier if you work to a set scale. Everything can be consistent and repeatable (same bevel sizes, same extrusion distances etc)

    It's basically a good work practice to get into and will make your job easier.
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