So im a new to the whole 3D worl, i have 3 max 5 months of Maya Training, 2-3 Weeks of Photoshop and a little bit about Crazubump, xnormals.
Why did i start a thread?
Because i've read alot of success stories where EVERY ONE OF THE PERSON WHO SUCCEEDED said "I used diffrent forums and specially Polycount to get my work checked up and helped with".
And to be honest, i think you guys will take good care of me, this will be my Zen zone to try diffrent props and hopefully end up with doing my own scene.
here's a little stuff i did before my PC totally crashed on me and i had to restart
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Replies
Try to actually imbed your images into the thread, it will make it easier to view. Excited to see what you will make for your first project here!
Well, forums will help you a lot, but it's up to you to push it harder in order to get a job in the industry. I would suggest you to take a look on Polycount Wiki, it's the best resource for game art over the Internet IMO. You have everything there.
http://wiki.polycount.com/
Good luck!
Really having troubles modelling a PS3 controller at the moment, cant figure out how to start. haha, but i guess thats the che charm of 3D!
One of the errors we all do when we start modeling is to go directly on details without thinking about good shapes and proportions.
1 - Gathering reference : Search on Google for pictures of your objects, the more you have, the better it is. http://www.laurenscorijn.com/articles/importance-of-reference
2 - Make blocking mesh : Take your pictures, and start to make it rough, don't add details, just play with basic shapes and adjust your proportions. http://www.nextgenhardsurface.com/showthread.php?401-NGHS-Article-The-Importance-of-a-good-blockout&highlight=blocking
3 - High poly : Then, now you can make your mesh high poly, based on the blocking mesh with a lot of details.
4 - Low poly : Now, you just try to delete all unused edges and vertex so it can be reduce to the minimum while keeping a good shape.
5 - Unwrap : I guess you already know that.
6 - Baking : Process when you'll make normal map, ao, etc...on a software like xNormal
7 - Texturing : I guess you alreay know this one.
This is an excellent tutorial to show you how we can make a low poly model : http://vimeo.com/11052708
Good luck!
Cheers!
*finding alot of refernces (hard to find a DS from the sideview
*use simple primitives to block out
*Hi-poly
*low poly
*UW
*Bake
*Texture.
I work from 08.30 - 20.30 everyday. And can be quite tired everyday, but my dream is to become a Game Artist, sooooo, there is no sleep for success!
once Again THANKS megalmn2000!!
Started out by blocking out the parts, so the size came out pretty ok.
After that i began with detail modelling for the diffrent parts.
I'd recommend a 6ft1 obj. of a bloke (that if you don't have i'm sure one of your friends will be more than willing to oblige *wink* *wink* xD) to import into your scene to help keep perspective on the scale of certain areas.
good luck dude
cheers mate, could you please send me one of those chars? *wiiink wink*
http://www.sendspace.com/file/8vy3l6
Please do explain so i dont make the same mistake twice!
Btw: if you are talking about the diffrent sizes, im just following the Concept and putting my own creativity to it!