[Warning - Noob question!]
Hey again,
I postet a topic some hours ago when I asked which are your favourite programms.
So I startet too, creating a low poly space ship as a test model.
Not perfect, but I like it for now
I also added the files (one .blend for blender, one .3ds export for 3dsMax).
Bit confused about what comes next.
I guess I can learn how to do the next steps in tutorials,
but now is my question:
What are the next steps?
This is a Low-Poly Model. I can create a High-Poly now in Blender with a lot of work.
Or should I do this in an other programm? Or is it completly wrong?
You see, I am coming out of the Designer-Area of Game Development, not
the artist area^^
Remember, this needs to work in a Game (I use Unity), so it should not have so much polygons.
Thats why my one just has less then 1k (without Bevel I mean).
Hope you can give me a quick instruction (or a good link).
Sorry for this noob question...
Best Regards,
Tobi
Edit: When you don't think that my test object is useable for testing (e.g. bad in some way)
you can tell me of course
Replies
Is the ship just a test of the program ? Or do you want to keep making ships ? (Or do you want to make characters, or buildings, or guns, or w/e.)
Say, then, are you making things for any game specifically ? Or just to improve your skills in general.
If for games, what kind of game is it, and what kind of art assets does it need.
Also, if you follow any tutorial, POST the link to the tutorial. We are left without context here. Tell your whole story.
So, what is this Test Object for?
I want 2 things with it:
- learning the general (and full) process of creating a space ship for a (space)-game.
(That means the Object, Sculptin, Mapping and Textures)
- How to add this ship correctly in Unity for my game.
Anyway, the most critical part will be the artist part.
I simply don't know exactly how the workflow is.
I made a low Poly Model now, that wasn't a problem, but what is next?
Should I make a High Poly Model for the Normals, or Sculpting or is this completly wrong?
Maybe this way it is better to understand because it is short
- I want to make the Mesh and the Textures for a impressive ship model, which I will add
to my game.
Thanks for trying to help me
Best Regards,
Toby
Then you retopologize the model and bake normal and AO maps from a program like xnormal. You can bake maps in blender too, when you've done this you create the diffuse map with the help of the AO map, then you create a spec map then you should be able to import the model into unity.
Need to take a quick look what retopologize is