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Advice / Direction Required

Hey Guys,

I've been a long time lurker, I made my account to post for the TF2 competition but haven't used it for anything else.

I recently graduated from University after completing a Degree in Computer Game Design. My degree covered basics in all aspects of game design, programming, modelling, artwork, sound etc but didn't really focus on anything in particular.

I had always had an interest in 3D Modelling and when I was introduced to 3Ds Max during the course, I picked up the basics really quickly. I performed best in modules which where to do with 3D, which was when I decided to pursue it as a career, however looking at everyones work on here I can see that you're all in a completely different league to me.

I understand the idea behind high poly models, baking them into low poly and using normal maps to emulate the detail, but have never really put it into practice. What extra software will I need to learn to be able to do this effectively?

Knowing that a lot of you guys are in the industry yourselves, I was wondering if you had any advice for someone looking to increase their skills.

P.S Sorry for the long post! I appreciate any help you can give. (Also, I hope this is the right section for this.) :poly124:

Replies

  • sprunghunt
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    sprunghunt polycounter
    3ds max is all you need. Maybe photoshop.

    go for it.
  • keres
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    keres polycounter lvl 12
    I suggest 3ds max and just get really good at modeling. Most people bake out ambient occlusion maps and use those as a base for their diffuse, which makes Photoshop at least slightly less important in "next-gen" workflow.

    However, nDo is pretty neat and quite a bit faster than 3ds max sometimes.
  • monster
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    monster polycounter
    There is no reason to feel intimidated or out of your league. Just soak up the information you find and practice. Those same guys that create the awesome character and environment models are typically the ones that answer the most questions here. And don't be shy. For example Ruz is an amazing artist, but he still has questions.

    As for software. Stick with 3D max and Photoshop. Once you comfortable with that then you can add xNormal, nDo, CrazyBump, or whatever you feel like trying.

    Also, start small and take it slow. Your first 3D normal map model should be a crate or an apple. Then graduate to weapons or props. Finally, vehicles or characters.
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