Bi-Monthly Game Art Workshop
Alright guys, you asked for it and here it is.
The purpose of this workshop is to learn and share ideas, workflow, process etc. The rules are quite simple:
1. Everyone will be required to model the same topic, based on 1 or more reference images, rules and specification will be specific to each workshop.
2. We have a topic suggestion thread for people to post ideas, but one of the moderators will make the final choice. We will try our best to provide a variety of topics that cover a wide range of different asset creation principals.
3. You MUST post wip images and for each update, how often you wish to post them is up to you. The more wips you show, the better it is for everyone.
4. Its is highly encouraged to post .objs, but not mandatory.
5. Posting Videos/Gifs/Mini-tutorials is highly encouraged, but not required.
6. You will need create a thread in the workshop sub-forum of Contests and Challenges. The format for creating your thread should be:
Workshop
#1 - Username
7. Please do not post until you have atleast 1 wip to show. "Saving my space" threads are unnecessary and just clutter up the boards.
If you have any general questions/comments/suggestions, please post them in this thread.
If you have any suggestions for topics, please post them here:
Suggestion Thread
If you any general questions/comments/suggestions on a specific workshop, please post them in the main thread for said workshop.
If you need hosting help, i would suggest looking into dropbox. Its free and has a great and easy interface for uploading and sharing files.
If you're interested in recording video, check out this great tutorial here:
http://tolas.wordpress.com/2009/03/0...eling-session/Schedule of Events#1, 06/08 - 06-29 Eotech, Highpoly focus.
#2, 06/29 - 07/29 Small Prop(TBD), focus on high, low, uvs, bake.
#3, 08/10 - 09/09 Melee weapon, focus on complete asset, with artist freedom on subject.
Replies
One suggestion I have is that attaching an .obj be optional - since attaching one everytime kind of bothers me. I've personally always been a bit paranoid about putting source material online, but can this be either optional or be replaced with a video instead if someone doesn't want to put up a source model file?
Yeah, I think the OBJ files should be optional, but encouraged some how. Like there is some benefit or incentive to someone posting OBJ's besides just being nice.
I dunno, maybe others will chime in and think of something.
However, I'm also a bit against the idea of mandatory OBJs. I already got in trouble for releasing source files in the past and I don't want that to happen again because it's VERY frustrating.
just wondering cause i noticed Vrav's is water tight. and i wondering if that's the goal.
I'm looking at this whole thing as a way to get more efficient modeling methods for working during a production cycle so I'd say that any method which will provide the appropriate output (IE. Normal maps) are encouraged.
my 0.02.
I think for people who really want a better understanding of how to work with complex shapes, it can be a great excersize to do everything without floaters, but its also great just to show examples of how to work quickly as possible.
In my thread I focused on the highpoly a bit more because I felt that was something I needed to experiment with. If I were asked to create this prop for a job, I might have gone about it differently.
Whoops, EarthQuake beat me..! Almost verbatim, too. 0_o
EQ is a pretty cool guy after all
I've got two proposals for the next few months, and i'de like some opinions on which you guys would rather see.
Proposal #1
Weapons/Prop
A1, Highpoly focus
A2, Using what was learned with highpoly focus, and creating a finished asset
A3, Using what was learned with finished asset, and applying it to an abstract concept(ie loose interperation)
Organics
B1, Highpoly focus
B2, Using what was learned with highpoly focus, and creating a finished asset
B3, Using what was learned with finished asset, and applying it to an abstract concept(ie loose interperation)
Vehicles
C1, Highpoly focus
C2, Using what was learned with highpoly focus, and creating a finished asset
C3, Using what was learned with finished asset, and applying it to an abstract concept(ie loose interperation)
OR:
Proposal #2
A1 Highpoly focus
B1 Highpoly focus
C1 Highpoly focus
A2 Using what was learned with highpoly focus, and creating a finished asset
B2 Using what was learned with highpoly focus, and creating a finished asset
C2 Using what was learned with highpoly focus, and creating a finished asset
A3 Using what was learned with finished asset, and applying it to an abstract concept(ie loose interperation)
B3 Using what was learned with finished asset, and applying it to an abstract concept(ie loose interperation)
C3 Using what was learned with finished asset, and applying it to an abstract concept(ie loose interperation)
Basically what i'm asking, is would you guys prefer to have a focused setup here, or do you favor more variation from workshop to workshop? Bear in mind these are not "final" by any means, i just want to figure out the best way to order them.
I would agree with racer and chaos, proposal #1, for reasons they already stated.
"EQ: Alright guys, you asked for it and here it is."
I never asked, but it sure is welcome, awesome for doing this EQ (and others). I will try to join in on the fun. Just too many cool things going on on polycount.
How exactly does this workshop work?
Are you creating a lesson plan for us to read?
ex.
1.you will learn this
2. read the lesson
3.here is what you will model/texture etc.
4. post
5.give/take feedback
Also, by looking at other people's threads and the images / write-ups they provide, you may learn some clever tricks or new techniques. It's more about having fun modelling interesting assets while trying to improve your craft, than hardcore tutoring.
Right, we arent doing any real "lesson plan" persay, we have some specific stuff we try to teach with each topic, but it is more of an organic process than:
Step 1 model this shape like this
Step 2 model this other shape like that
Step 3 etc etc
The whole idea behind the thing is to share how you would tackle the particular challenge, and learn from what others would do. The only thing you really need to do if you want to participate is to start a workshop and post your progress regularly. Also if you so desire, you can simply try and help out with advice or critiques for others that have started the workshop.
just posting a pic of something and its good
There will be a new workshop at the end of the month here, though.
Since I'm so late to the challenges, but am interested in each of them, would it be appropriate to start one thread ex.
Workshop #1/2/3 - Grimm_Wrecking
?? Or just follow the guideline to a fault.
(Just don't want to clutter up the board with three threads in a relatively short time span.)
Its probably a safe bet to assume we wont put another one up until after unearthly is finished as well.
Of course, if you have ideas for a workshop feel free to drop them in the idea thread.
There isn't any dates or anything like that about Workshop #4 in the Main thread, and ppl are making cool stuff, my votes are for Kyle and Polygoblin (don't misunderstand me, I know that's not a competition), I would like to know, are there going to be any more workshops and when is Workshop #4 going to come to an end, I guess, I'm kinnda late for Sniper Rifle modeling.
Sry again if this is the wrong place for posting this kind of things, I'm new :poly136: