only noobs use normal 1024, 2048, etc etc sized maps, just make it whatever size you need it. Real people work with 1000 x 1000 or other 'normal' numbers.
Actually this one is a REAL true thing. At work I am working with texture sizes that dont fit the 256, 515, 1024 structure at all. A few maps are not even a power of 2.
There are varriying reasons for this, it really comes down to what its being used for and what is the best way to get the best preformance for less mem usage.
Sure we do use a lot of 512's and what not but there are plently that dont fit that standared mold.
Actually this one is a REAL true thing. At work I am working with texture sizes that dont fit the 256, 515, 1024 structure at all. A few maps are not even a power of 2.
by 'real true thing' I hope you mean.. 'real true thing'.. unless you guys have your engine programmed for some reason to use other sizes as efficiently... you just blew my mind!
You need to model the low poly in all quads, but make sure you hand in everything triangulated, including the high poly. The high poly must be tessellated and sub-patched as well.:poly118::poly118:
BTW, all this "poly modelling" bullshit is for n00bs who try to sound pro.
Real pros use primitives like cubes and cylinders, and with enough of those you can get any shape you want. and if yo need a hole - BOOOOOOOLEEEEEEAAAAN!!!1
Great tips guys, got something to add...
If your modelling something organic and it doesn't look organic enough throw on a noise modifier and crank the xyz values up really high to make it look more uneven and way cooler.
O and whatever you do, never, ever, increment on save, always save over the original file because you will need the extra hard drive space for more important things later.
No matter what your modeling, you must take it into zbrush, and use some kind of alpha across every surface, that way people know your a master of zbrush.
Before getting into the industry as a environment artist, build a dumpster, shipping container and some ammo crates. Re-use these for all your projects and spend half your time at work surfing instead.
BTW, all this "poly modelling" bullshit is for n00bs who try to sound pro.
Real pros use primitives like cubes and cylinders, and with enough of those you can get any shape you want. and if yo need a hole - BOOOOOOOLEEEEEEAAAAN!!!1
Oooo I gotta get in on this
For all of you character artists out there looking to break in.
Never use symmetry pros never use that tool
symmetry is for pussies real men model out both sides identical because they are that bad ass. also never render out small previews keep in on the highest quality always! don't render to screen sizes make that crap 70000*70000
Thats how it's done!
if your testing a new modeling tool (of course just to see how superior poser is) make a cube and subdivide it until the tool crashes
and for texturing always start with a 256² texture no matter what you're doing, 256² is the right startpoint
aww, and its totally common to borrow art from others everyone is supercool with that , if you see a good made robotic arm you want to have yourself or whatever just cut it out and paste it into your concept art, and show off everywhere, and claim you did it all yourself
also if you show off always add a cel shaded version with transparent background, and some blurres versions with photoshop filters to disort it until its not recognizable anymore,
people will see that your using photoshop and appreciate your genious
Before getting into the industry as a environment artist, build a dumpster, shipping container and some ammo crates. Re-use these for all your projects and spend half your time at work surfing instead.
Wow great advice. Is this from personal experience!?
aww and if your doing turnarounds make sure that the're rotating so fast that noone will recognice the details since details are unnececary anyways
example:
sorry that this model doesnt fit the rest of your suggestions, i had to present it infront of thousands of people and had todo quick
+ presenting your model in perspective is dumb also, better use isometric, simply looks better
aww and if your doing turnarounds make sure that the're rotating so fast that noone will recognice the details since details are unnececary anyways
example:
[img][/img]
Some browsers and computers view animated gifs at different speeds. I noticed this while browsing forums at the computer labs when in college. The biggest difference was viewing the images between pc and macs. What you're talking about is still valid though
If you have a flat surface, you forgot to bevel it. Simply bevel a few squares in it, it will make you look like a better modeller. Then smooth the shit out of it. Planes need many polys, otherwise the normalmap will be wrong, and stuff.
Only use final gather for you finished renders. It has "final" in the name, what else do you think its for.
No matter what you are modeling, render it so it looks like clay. That is why they call it modeling. You never read about anyone "milling" a table or "forging" a gun right.
Always keep your animations as smooth as possible.
Add as little keyframes as possible and keep the interpolations smooth.
Linear movements always look like from a computer.
Never use f kurves.
When you make your website to show off your work, you have to use the default brushes and patterns that come with Photoshop in your design, its not like they have been over used or anything. Also no one in the game industry cares about resumes so just spit it all out in a word document and don't worry about spelling errors or grammar, hell don't even worry about formatting it. Also, make sure that your demo reel plays screamer music at 100% volume right when someone loads up your page, it gives them a nice pleasant surprise.
When texturing, remember this sage advice: metal means scratches. Everywhere! Consistency across all edges is important. If you have an edge that is worn to a different degree from the other edges it will just look weird! The ideal effect is to make it look like someone carefully took a fine-grained sheet of sandpaper to the asset, that's the hottest style right now.
Oh and you should add watermarks to all your WIP images so that nobody will steal your awesome stuff. Never show a picture of the wireframes, because people might steal your geometry. Actually you shouldn't be making WIP images anyway, because posting on sites like polycount is a total waste of time.
Always double post links, if anybody tells you that the same site is referenced further up the same page of a thread tell them to shove it up their ring piece.
-make sure that every human has the exact same perfect proportions. because thats what art it is. and if you see someone make an imaginary fantasy monster make sure you let him know that those proportions are also all wrong.
-its probably best to give him a "quick" paintover of what you like. feel free to spend a good hour or two on the quick paintover though and tell us you did it in 5 minutes... ...I KNOW THATS WHAT YOU DO! :shifty:
eh you should really know the basic proportions of real people and animals before you run around "inventing" stuff. Of course people have shorter/longer legs/torsos/arms, but generally most people fall in a very limited range.
-make sure that every human has the exact same perfect proportions. because thats what art it is. and if you see someone make an imaginary fantasy monster make sure you let him know that those proportions are also all wrong.
-its probably best to give him a "quick" paintover of what you like. feel free to spend a good hour or two on the quick paintover though and tell us you did it in 5 minutes... ...I KNOW THATS WHAT YOU DO! :shifty:
nomatter what creature you do and how weird it looks claim everytime that it is intended this way
nad refer to freedom of speech in terms of art
and never listen to people claiming to want to help you, dhey dont they just want to piss you off
Replies
Actually this one is a REAL true thing. At work I am working with texture sizes that dont fit the 256, 515, 1024 structure at all. A few maps are not even a power of 2.
There are varriying reasons for this, it really comes down to what its being used for and what is the best way to get the best preformance for less mem usage.
Sure we do use a lot of 512's and what not but there are plently that dont fit that standared mold.
by 'real true thing' I hope you mean.. 'real true thing'.. unless you guys have your engine programmed for some reason to use other sizes as efficiently... you just blew my mind!
Real pros use primitives like cubes and cylinders, and with enough of those you can get any shape you want. and if yo need a hole - BOOOOOOOLEEEEEEAAAAN!!!1
.
Hehe
no offense :P
ROFL - made me spit tea on my keyboard.
+1 for Booleanss - of if you're a real pro, trace animal shapes in splines from photos of animal cookie-cutters, extrude and subtract to get Zooleans.
If your modelling something organic and it doesn't look organic enough throw on a noise modifier and crank the xyz values up really high to make it look more uneven and way cooler.
O and whatever you do, never, ever, increment on save, always save over the original file because you will need the extra hard drive space for more important things later.
I subdivided myself so many times, that now.. i can't barely see a quad, weird, isn't it?
Nah just make all your game art with NURBS.
For all of you character artists out there looking to break in.
Never use symmetry pros never use that tool
symmetry is for pussies real men model out both sides identical because they are that bad ass. also never render out small previews keep in on the highest quality always! don't render to screen sizes make that crap 70000*70000
Thats how it's done!
and for texturing always start with a 256² texture no matter what you're doing, 256² is the right startpoint
aww, and its totally common to borrow art from others everyone is supercool with that , if you see a good made robotic arm you want to have yourself or whatever just cut it out and paste it into your concept art, and show off everywhere, and claim you did it all yourself
also if you show off always add a cel shaded version with transparent background, and some blurres versions with photoshop filters to disort it until its not recognizable anymore,
people will see that your using photoshop and appreciate your genious
Wow great advice. Is this from personal experience!?
example:
sorry that this model doesnt fit the rest of your suggestions, i had to present it infront of thousands of people and had todo quick
+ presenting your model in perspective is dumb also, better use isometric, simply looks better
Some browsers and computers view animated gifs at different speeds. I noticed this while browsing forums at the computer labs when in college. The biggest difference was viewing the images between pc and macs. What you're talking about is still valid though
Also, if you've never modelled anything before, install zbrush immediately. You need this to make your first models look good.
No matter what you are modeling, render it so it looks like clay. That is why they call it modeling. You never read about anyone "milling" a table or "forging" a gun right.
turn on GI for every render you do
use 1024^2 textures to compensate small polygon counts
*never calibrate your monitor. the only setting you may change, and then only if absolutely needed, is the brightness which must be set to 100%.
Add as little keyframes as possible and keep the interpolations smooth.
Linear movements always look like from a computer.
Never use f kurves.
http://www.jackals-forge.com/abom.html
they turned up the bump on everything and now it looks totally sweet!
Please tell me that's not real...
so much gold
Haha wow agreed! He sure knows how to make everything look very awesomely 3D!
Always double post links, if anybody tells you that the same site is referenced further up the same page of a thread tell them to shove it up their ring piece.
We all know the more you pay for school the better artist you will become... duh!
-its probably best to give him a "quick" paintover of what you like. feel free to spend a good hour or two on the quick paintover though and tell us you did it in 5 minutes... ...I KNOW THATS WHAT YOU DO! :shifty:
Gotta learn the rules before you break them.
I think my soul just died
Also, @hitez: if that is supposed to be sarcasm on the first point, you should read up on your anatomy..
nomatter what creature you do and how weird it looks claim everytime that it is intended this way
nad refer to freedom of speech in terms of art
and never listen to people claiming to want to help you, dhey dont they just want to piss you off