Hey all,
I'm new to the 3D video game art field, and I'm hoping to make a career out of this.
I'm working on a low polygon model, and was wondering if there's anything specific I should know to improve my workflow, productivity, and the general quality of my work...
Any pointers or guides will help a lot.
I'm working with Zbrush mainly, and I tweak my models using Maya or Max.
Thanks!
Replies
Pick the software you already know the most. (Max or Maya)
Start modeling them shapes!
But seriously do you model at all? Let me know were you stand and ill give you some pointers.
Technically, I'm capable of sculpting the character (it's only a matter of interpreting it from 2D to 3D, which could be a problem but it's more of a design problem).
My fear is that for games specifically, there are requirements that I'm not sure I'm familiar with:
How do I solve eyelids?
Do I sculpt the character as 1 block, or separate cloths, accessories, etc?
Are there any specific ways to prepare the topology for games, or is it the same as animation-ready meshes?
Anything specific to this field of work will incredibly help me.
Please dont make the same mistake as many beginners and start off on the wrong side. Its great that you already know zbrush but you need to learn the basics first.
A good base mesh done in max or maya is important, of course if you are skilled you could do everything in zbrush but I doubt some one would without basic modeling knowledge.
A reply to your questions:
How to model a character? If you had done the basics you would know this. Each model is different it can be separate or all in the same object.
How to model eyelids? If one of my students asked me this I would probably have to go over the basics again...You model it as any other shape you must first know your tools.
Of course there are techniques you learn along the way. It's always important to keep a good edge flow and decent organized topology.
Open up Max or Maya and press F1, I am not joking everything you need to know about modeling its there. Great to start up.
Additionally you can check some videos.
http://www.youtube.com/results?search_query=modeling+a+head+in+maya&aq=0
http://www.youtube.com/results?search_query=modeling+a+head+in+max&aq=f
Thanks for the reply.
I must say though, I do have basic modeling knowledge. I've modeled characters before, I know my way around modeling is both Maya and ZBrush, I know the importance of good edge flow and I have an overall OK workflow.
But games is a different medium, it requires low polygon models and that's something I'm not very experienced with.
I can create good edge-flow in a model, and put lots of lots of detail into it, but for games that's not the most important thing.
I imagine there are methods which allow you to model a character using low amounts of polygons, while keeping a seemingly high level of detail. What I was trying to do to accomplish this, for example, is keep the face area detailed, and put fewer polygons in places which draw less attention from the player like the back of the head, shoes, ears, etc.
What I was asking is if there are other pointers like that I could use to improve my work.
Thanks again
Its really to much to sum up but try this.
Examine other people work. Polycount is a greate place to do this, look for wireframes and ongoing discussions about the work presented. Participate in those threads, don’t be afraid to ask “how did you do that”.
If you are looking for more specific training check out this links.
http://wiki.polycount.com/CategoryCharacterModeling?highlight=%28%5CbCategoryCharacter%5Cb%29
http://www.digitaltutors.com
http://eat3d.com/
http://www.3dbuzz.com/vbforum/sv_home.php
Best of luck
I'm gonna read now. Hehe
Well I'm not much really, I have a lot to learn, and I never made a low poly model yet so nothing like that to show...
I do plan on hanging around here a lot from now on, seems like this place is loaded with great info and great people.
As for something I made, well, this is the best I've done yet:
It's not animation ready, and the topology is terrible.. it's an overall bad 3D model by all means, except the design, which I'm more or less happy with. I'll be happy to hear comments on that though.