May I introduce to you an exciting new training video brought to you by Eat 3D (
www.eat3d.com).
Learn how to create professional low res meshes for next-gen games. After the low res mesh is created the instructor creates the UVs for all the modular pieces of the fountain and then goes into great detail about the baking options to create your normal and ao maps.
The techniques used in this video have been proven effective in production to quickly create professional next-gen game meshes.
To watch a sample of the video please visit this link:
http://eat3d.com/fountain2_lowres
Regards,
Riki Babington - Eat3D Admin
Replies
- Riki
Meh decided to get mine. Downloading.
Just have to say once again, you guys are doing an amazing job with your tutorials, keep it up!
The next part should go into texturing and if anyone has any suggestions Id love to hear them for part 3 because I should start it very soon. I wanted to make sure this series was something where someone could follow along every step of the way like my other DVDs. This way hopefully it will cater to a larger audience.
Good work mate and look forward to next dvd
@Sage Yeah there are a few spots where the seams will be tricky, like on the bowl and a few other places. I did do a little bit of normal map cleanup at the end of part 2 and also went into this more with the pillar DVD, Im not sure how much more cleanup will be necessary but well see, hopefully not too much.
Might sound a bit negative, but seeing things like that in the presentation image makes me not want to buy the tutorial. Just saying it for your consideration
Thanks kwakkie, and I appreciate the honesty. I do agree that this could be optimized further and would need to be for certain platforms. However from my experience this model would work great and in some cases an LOD may would help but it all depends on what kind of game it lives in, and even what area of what level it lives in.
I would actually suggest using the model at demonstrated resolution to get a good normal map capture, then after that you could easy go back and start collapsing edges and verts to preserve the UVs and take it as low as you want. This could be a good technique and I do explain it near the end.
Ngons arent really a problem for games as I understand it because it all gets converted into triangle anyway. If I was to show you a screenshot from unreal, you would just see a mess of triangles. You could always cut it up in max to make sure it keeps the flow you want, and not a bad idea I guess. Thanks for that.
The reason you see that ngon at the bottom is a trick for mirroring that base piece and following the stone pattern in the texture. It would be even more of a waste of polygons to continue that slice around the model.
Its good to know the best practices when making something complex like demonstrated, but in all honesty in production you will be given a short amount of time to do it and it needs to be professionally done but it doesn't need to have the perfection you would expect. Its sad to know that much of what gets into games is very dirty and could use tons of cleanup because of of time constraints or someone never knowing any different. One thing I hope to provide with this series is a solid and proven way of creating something complex and people can go from there.
I hope this helps, no disrespect at all, just trying to explain some things. Keep up the hard work and good luck.
Im actually considering buying it now :poly124:
Thanks for the reply!