Hello everyone!
I'm a 3D artist looking to break into the Game Biz (This is where you act shocked)
Currently trying to build up my portfolio with some props and grenades. I'll be making stuff and taking suggestions on what constitutes as a good object to model for a prop in a game.
Please critique my work and if you have any suggestions, lay em on me! I'll start this thread with a couple of props that I'm currently working on.
Replies
Upload them to a photo site (Like photobucket, tinypic, facebook, deviantart, or your own portfolio site) and you can use the jpg link to embed.
They are nice models, but too much for a game. Deffinately use them to bake normals/ao for a low poly. Then tex it up and finish so you have some really nice game worthy objects.
I'd probably keep those under 1,000 tris for the most current games. Older games probably closer to 500 tris.
You are right, I do really want to be a character modeler, but I also have gotten some insight from people already in the biz and they tell me that simple props are the way to go when first starting. Everyone wants to model cool characters but the practicality of it is that getting that kind of job as a first job in the game biz is very hard to get for newbies!
So, for now, I'm going to make props and I definitely am going to make low poly versions of these bad boys and normal map them/ color/ spec map these suckers!
BlvdNights thanks for the info on the pics. I did that already, but facebook seemed to lose the correct URL after a couple of days for my pics... I'll try again with facebook
Baddcog thanks for the info on the amount of tris. I actually do most of my work with quads. Is that a bad idea for games? Are Tris better than quads for games? my lamp low poly proxy is about 1000 polys currently.
Saiainoshi thanks for the compliment man. I'm going to use photos and hand paint them in photoshop.
well tris are for the low poly and for any game. My high poly work is all quads yes. quads are important for not breaking/stopping edge flow and quads import into zbrush better. Tris = bad for high poly. You might have miss understood or misheard when taught that.
Also, make sure to always-ALWAYS count tris for your final low poly. cause when it comes down to it, whatever quads are in a low poly with the tris, they turn into tris. those will be cut into two tris. one quad = 2 tris.
I'm essentially going to be doing the same thing you have already done with your models. I have done this before and I'm using Toolbag to check out my models to see how they would look in a game engine. However, I might miss a few things or have forgotten a few steps. Your help in this process would be greatly appreciated. Thanks for the help Johnathan!
I used toolbag for all my props. Pretty much what almost everyone is using. Its for sure really great! Especially if you buy the new one that came out a while back.
And yeah! hit me up some time if you have any questions. I'll also keep an eye out for any of your updates and give any feedback I can.
I'm quickly learning that Brett Briley is the man and knows his stuff and has obviously earned a lot of respect in this community.
I'm taking his advice and others to heart and am going to make models the way he teaches how to make them.
So, without further ado, I present... a treasure chest.
Yes, that's right folks it's your everyday good ol' treasure chest. To be fair it is actually a Trunk that was made in the 1800's and has been refinished. Still, I thought it looked nice and had a classic style to it.
I was going to do a Barrel just to keep things simple, but it seems everyone and their grandma is doing or has done a barrel.
So stay tuned and check back for updates every now and then.
Yours Truly,
3dfish
I got the high poly done. A lot of the brass bolts and smaller black ones I figure I can show with textures and bump-mapping. There is also some black leather edging going on the sides of the trunk that I also will create with textures and bump mapping. The width seemed so slight that it wasn't worth modeling IMO. Same goes for the Black stripe down the middle. This took about 10 hours which was longer than I expected, but there were more details than I anticipated.
Next step is the low poly and I'll show you my high poly model with polygon mesh displayed.