[FONT="]Hello everyone, my name is Breese and I'm new to the polycount forum. I'm a graduate student at the Academy of Art University and I'm majoring in Game Design. My undergrad is in Industrial Design, so I want to learn how to use my technical 3D CAD skills within the world of 3D videogames.
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[FONT="]Our assignment this week is to post a few images of what we believe is our best 3D model and ask for honest feedback. This assignment will help me understand my weaknesses and how I can improve my 3D modeling skills. [/FONT]
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[FONT="]So , here is a model of a Lamborghini Miura concept car that I created in Maya a few months ago. If anyone has a few minutes, could you post a few comments (good and bad) about my 3D model? [/FONT]
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[FONT="]Thanks and I appreciate your time![/FONT]
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Replies
It looks like you've got the flow and modeling down nicely though. Can't tell for sure without a wireframe, but sure looks better than the average car a student would make (aka molten bumpfest).
I guess the biggest flaw to me is the not very appealing render quality... it looks cheesy and very 90's.
It lacks some refinement in details and the tire displace is a bit pixelated.
I would setup some nice studio lighting with a soft curved backdrop.
Found a tutorial here for you, but if you take the time to search on general studio lighting
on Google you will find tons of information.
http://cgcookie.com/max/2010/04/29/car-rendering-techniques-part-01/
Good luck, keep us updated
Is this the car or are you doing your own take on the concept
http://www.google.co.uk/search?hl=en&cp=17&gs_id=4&xhr=t&q=lamborghini+miura&gs_sm=&gs_upl=&bav=on.2,or.r_gc.r_pw.,cf.osb&biw=1477&bih=874&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi#um=1&hl=en&tbm=isch&sa=1&q=lamborghini+miura+concept&pbx=1&oq=lamborghini+miura+concept&aq=f&aqi=g2g-m1g-S1&aql=&gs_sm=e&gs_upl=5405l6972l0l7563l8l7l0l0l0l0l291l1462l0.4.3l7l0&bav=on.2,or.r_gc.r_pw.,cf.osb&fp=7b43880e3b40f953&biw=1477&bih=874
I have a couple quick questions. Are game artists different than a 3D Modelers.... or is everyone that works in the art department at a game studio called a game artist? I'm asking because our instructor split the class up into 3 sections (Concept Art, 3D Modeling, and Game/Level Design). I'm trying to become a 3D Modeler within the game industry, so that's why I posted these high poly car renderings to try and mimic the cars on games like Need for Speed. Those cars look like high poly models.... or are they?
I also see everyone's point about the low quality of the tire tread, the floating black background, and the lack of structure around the windshield area. I didn't even notice that. Another good point was made about adding scratches, dirt, and other markings to make the model look more realistic. This was my first attempt to create a car in Maya, so I will continue to refine it some more. If it matters at all, here are a few screenshots of the wireframe.
Thanks again!
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in studios though, it really varies depending on the studio. Usually programmers will say "the artists", but they are usually broken up into different disciplines. Modeller, texture artist, animator, rigger (sometimes known as a technical artist), concept artists, level artists, etc. Theres lots, though, You`ll usually only find it broken up like that in larger studios. Its more common to find modellers that do texturing as well, or animators that do rigging as well. level guys that do modelling as well. some places will have generalists that do it all. Do some research and you`ll find its different everywhere.
I suggest you research game art and game art workflows. Game art encompasses just about all forms of digital art. From concept art to3d modelling to animation, etc, etc, etc.
The cars in Need for speed are actually low poly. Vehicles are usually about 100K polys (someone can correct me if im wrong). The type of modelling you are doing looks to me like sub-d modelling. Meaning you create a mesh and smooth it in the software you created it in (eg maya, mental ray). Modelling like this doesnt work in game engines as game engines dont support smoothing (yet, maybe one day).
look for 3d vehicles for games tutorials, etc. tutorials that cover high and low poly modelling and also texture baking (normal mapping)