First off, before i even post any pictures,
i want you guys to know, i skin for a 7 year
old game on the unreal engine 1,i Dont model
at all,the models are extremely low poly and
stretch and ruin the crap out of my skins, also
im 14 years old and i have done photoshop since
i was nine years old. anyhow, heres a new skin
im working on to get the feel of metal.
Head:
body:
Also, dont bother with the arms and legs yet, i havent gotten a change to start skinning them
Replies
plus i dont really know much modelers hat would work with me and give me challanges to skin
Of course, being 14, you might not be able to afford a major 3D package. If you want a more mid-range solution, Silo 2.0 just came out, and its only about $160. That has plenty of low-poly and high poly tools, and will probably have a more forgiving learning curve. If you don't want to spend any money, Wings 3D is a free modeler that focuses on extrusion modeling. Blender 3D is also a free modeler, but it is a full-on solution designed to do everything. The learning curve on it is much steeper. Wings 3D is pretty good for low-poly model work, and has some very nice texture mapping features.
Also, if you want some better models to practice texturing for, download some classic Quake II models. It's usually possible to find importers for that format, and some of the custom Quake II models were created with incredibly efficient UV maps. I remember the old Tekkaman blade model had an insane UV map, but the proper paint job could make that model look incredible. These older models would be a great chance to practice your texturing with existing models. Also, keep an eye out on these boards. Its common for some artists to post their models as SDKs for other artists to practice texturing on.
I suggest you start with Silo or if you have the money, modo. Those apps are wonderfully designed, well enough that you don't have to worry about unnecessary technical crap and instead just learn how to model.
You have a lot of potential dude, can't wait to see what you do!
I suggest you start with Silo or if you have the money, modo. Those apps are wonderfully designed, well enough that you don't have to worry about unnecessary technical crap and instead just learn how to model.
[/ QUOTE ]
And then get a job working where? Not many studios use dedicated modeling apps like Silo or Modo to get anything done. Maya, Max, and Xsi aren't that hard to learn at all, if you've got a day and a little patience. If one wants to work in the industry, it seems a couple of hours learning popular software is worth it in the long run.
Plus, both Silo and Modo seem to kinda really suck when it comes to UVing for game art, which could make things hard for primarily a texture artist.
Plus, both Silo and Modo seem to kinda really suck when it comes to UVing for game art, which could make things hard for primarily a texture artist.
[/ QUOTE ]
You tell em! Live LSCM? Who needs that when you have the godly Max UVunwrap modifier... yeah...
You tell em! Live LSCM? Who needs that when you have the godly Max UVunwrap modifier
[/ QUOTE ]
I've spent hours with Silo's UV mapping. It'd be great if I wanted to have a super automatic pelt map everywhere(!!!!) map, but, when working with a small imagine it's kinda nightmarish to actually paint on those UVs, so, I tend to stick with something like Max if I want to work on anything smaller than a 1024.
If you pay attention to understand what you're doing, rather than just clicking buttons, then going from one package to another won't be a problem.
If you're a talented artist, people won't probably bother you about what software to use, there will be learning time anyway - all the time - be it to get used to a specific workflow, shader system, software, whatever.
I agree with ColdWolf, SDK is definitely the way to get used to proper texturing. If you try to learn everything at a time you'll end up discouraged, since everything is so closely related. Start with and existing model, with good uvs and GO
SupRore I'd like to hear your point about the need of texture artist, am I gonna lose my job?
SupRore I'd like to hear your point about the need of texture artist, am I gonna lose my job?
[/ QUOTE ]
What I said about learning modeling? I see a lot more job postings wanting artists who can both model/texture than I do texture artists only. I don't imagine anyone has to learn both, but it would certainly make it easier to find work, wouldn't it?
I guess what package you use to learn doesn't really matter, as long as you keep in mind general mechanics of realtime CG. People are sometimes blinded with the only app they are using, they forget that behind it's just basically the same big mess of vertex positions and normals.
[/ QUOTE ]
EXACTLY. Thank you.
SupRore, it doesn't matter what the studio uses, it's what the artist prefers BUT--hold the flames--it varies from place to place, obviously. Most small studios will let you use whatever you want, as long as you get the job done. Bigger places have specific workflows wrapped around a specific package (eg Valve and XSI), but even then you don't have to model everything in XSI to make stuff for HL2 (I use modo and import with max, never touch xsi).
My point was that when someone is first starting out, they need to grasp the fundamental concepts behind CG creation--not memorize the mazes of menus of some bloated, over-priced app. So the best way to do that is by using a simple app (hence my suggestions of Silo or modo). Just sayin', so don't get yer panties in a bunch mmk?
We are basically trying to help you get better because we see you have potential and can go far as long as you apply yourself correctly.
I wish I was 14 right now in 10 years you can learn a lot if you make this a future career choice, trust me you should be thinking about what you want to be now it's hard out there trying to get something you'll enjoy take my words seriously, unless your better established in other areas if you are ignore my post .
Good work!
Keep it up man, you got talent
alright id be glad to help you out!