TUTORIAL ON HOLD
Well, im back with another gun from Deus Ex, but this time im doing things a bit differently. Throughout my process ill be recording my work, and posting it up here for feedback, so anything brought up here for critique will be addressed in the video, thus making it better for everyone else.
Ive already started with the first two videos, and the next section will probably be put into a few videos, since the vimeo upload limit is 500mb per week.
so here are the videos:
Part 1: Planning and Reference
[vv]34267087[/vv]
Part 2: Blockout
[vv]34931218[/vv]
Part 3: High Poly
Part 4: Low Poly
Part 5: UV/Baking
Part 6: Texturing
And i wll start my progress here.
This is the concept:
end of blockout.
Hope you all enjoy, and i hope to hear some great feedback.
Replies
To Clarify, this isn't a critique, it's a question because I'm new
Polygon groups dont matter, in the end it all comes down to the on card vertex count. if you feel like splitting your mesh to simplify the UVs or for animation or any number of reasons, you can. Just keep track of the on card vertex count.
Thanks for putting time and effort into this!
He's just modeling the blockout, just a rough representation that has the right overall shape and proportions that he can use as a reference when doing the actual high and low poly models.
Ah okay, thank you. I realize my question is really basic and noobish, I've just been confused on the subject for some time. I read one thing, a peer tells me another and so forth. So there is nothing wrong with me splitting my gun up like he did in his block out? (separate elements, I mean) All that matters is that I keep track of my vertex count, etc?
Thanks again, and I don't mean to derail this at all, obviously I'm excited for the tutorial as I obviously need it. XD
Pretty much
Don't worry much about asking questions, that's what the forums are for. There is hardly ever a dumb question when it comes to 3d art.
Just remember, 3D work varies a lot and not very standardized, a lot will vary and depend on your engine and your pipeline, so you may hear some places do things very differently from others because of a number of factors. If you are just trying to put together a portfolio, you have a lot less limitations.
Also, why the heck is there no shelf? That's where all my buttons go!
Maya has broken your fragile little mind.
:):):)
Awesome, I guess I should just start posting stuff then.
Thanks again, this community is friendlier than I imagined it, it's a nice surprise
than usually down the road i realize i didn't save a copy with out support loops for the LP.
ive had to put this on hold for a bit due to some important work that has come up. no guarantee that i'll get back to it. i think i was really overthinking when i started this because i did not know how much time and effort really was needed to put into a tutorial. i did think of going the route of just recording my progress without voiceover but then again as part of a tutorial, i would want to explain what im doing.
i may or may not actually even do that gun anymore, but that doesnt mean i wont be posting up other little tips and tricks from time to time. im working on getting the tutorials section of my website up right now and once that is added, ill be posting up smaller tutorials, instead of one gigantic one (not counting the tileable textures tutorial)