A Comprehensive Look at Hard Surface Modeling for Video Games:
This video is aimed for people who are already familiar with basic modeling in 3DS Max and are looking to learn about the pipeline environment artists use in the industry. We will go through high/low poly modeling, unwrapping, and baking. This tutorial could also be helpful to advanced 3D Artists seeking to further there skills by observing another artists work structure. By the end of this tutorial, users should be familiar with the Environment Art pipeline and should be ready to tackle more advanced modeling jobs.
link can be found here:
http://vimeo.com/11052708
length: about 2hrs
level required: intermediate
next tut will cover several texturing techniques.
Replies
Nice tut.
Cheers mate.
WOW. hats off. that's rad. good job man. thanks a lot.
hope this doesn't offend....but i can't help but thinking lars ulrich from metallica is narrating this vid.
also, lol @ your sweet maid.
One shortcut I use is to map connect(vertices) to a hotkey and i use that to connect the verts to clean up after a chamfer. I see you using cut a lot and connect just seams a lot faster(only if it's hot keyed). oh and i'm pretty sure its default but ring is alt+R and loop is alt+L
edit lmao i retract my previous statement. 20 mins in u said it.
here's the link: http://vimeo.com/11056502
also, im glad you all like my tut!
nice videos never the less
Many thanks roosterMAP for creating these vids and sharing them here with people. Looking forward to giving them a watch soon.
I find it easier to judge textures/colors with the dark scheme, but working in it all the time is depressing for me so i use the light and just darken the viewport background color.
some people like like the non-color blind version.
You can use orbit downloader if you wanna download it for offline viewing.
update: Or was your mouse didn't synchronize properly with the display when you're capturing? I'm not really sure, sometimes I saw you select polys, but your mouse isn't really on top of the component.
really funny commentary at times, too. in a good way
--==Edit==--
Nvm Found it
http://autodestruct.com/images/quake4_crates2.jpg
Yeah this might come as a shock to you, but theres this thing called 'personal preference', you should look it up sometime. Too many of your posts come across with a "if you don't do it the way I do, you're doing it wrong" vibe.
streaming tut atm, will check out after dinner
the video won't load for me btw, just a blank screen.
nice nice video...im on a slow connection so its loading in bits
I remember a time where hard surface assets weren't sub-d in games, is this ancient history?
How far can you go by painting a normal map manually? Like one would do for a bump.
Or the evil dooings of just taking the diffuse and going into nvidia's tool and just generating a normal map off of that...yes, I am guilty of that... maybe that's why I never got to do video games for a living
However we have a bunch of good sub-d videos and info here
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
There are much better examples of faster pipelines out there.
Plus, why does anyone need a 4hr tut on how to make a crate that should only take 30mn to make?
I took it down because your better off with the other available tutorials. I recommend racer445s' old tutorials. That's what really got me started.
I don't think you really need more then this thread. Look at perna's pictures. The process is always the same.
There can be some harder shapes that you can meet with, but if you are good with proper topologies, you can solve those too after a bit of thinking.