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.
agree! the graph editor is a crutch,
all motion should float like a feather and never hold a pose more than 1 frame.
the floor MUST have grates down the side (with pipes) and as many really deep crevices and massively indented patterning as humanly possible.
In short, all corridors must be nigh-on inaccessible to trolleys or anything with small wheels. Which is, i suppose, why all these things in the future will float. Still doesn't stop them bumping into a fucking great buttress every 5 metres though.
When you model a likeness, grab front and side references and never deviate from them. They're photos, they can not be wrong.
If you're modeling a vehicle, though, just eyeball that, they're just cubes on wheels anyway.
remember , when working on shaders in uengine3 that 1000 nodes for a simple material is way better than using simple approaches to the same effect, because the node tree resembles an opium tree.
When you model a likeness, grab front and side references and never deviate from them. They're photos, they can not be wrong.
If you're modeling a vehicle, though, just eyeball that, they're just cubes on wheels anyway.
lalalal, who needs accuracy on vehicles anyway, right, a car's just a car after all.
-Use source engine to import your models into a game, it's super easy! The material system is also just perfect! AND ALWAYS USE CARVE!
-Always follow the tutorials of a kid on youtube that sounds 11yrs old, they know how shit gets done!
-Ask your mom if it looks good, if she likes it, everyone will.
-Need a normal map for your character? Just crazybump that diffuse! Zbrush is for faggets!
If your making pixel art for a 2d game, use the nvidia photoshop plugins to generate a normal map for them. especially for the characters, and grassy tileable textures.
Also when announcing your new awesome project make sure you start your p&p-thread at least a week before actually starting to work.
Start populating your thread before posting any art and ask for feedback as soon as you have created a 2 minutes block out. Because you it's never too early to get some feed back.
Oh and for the real awesomeness:
Don't bother finishing your project. Even the pros don't. Just make sure your threaad has at least 5 pages with 10 people wasting their time giving you shitty advices. It's not necessary to complete anything. As soon as the project gets to hard: just move on, do something else. Its quantity over quality my friend.
Sarcasm or not Slave_zero, I'm not sure your post is appropriate.
When people on here or varying levels of ability, from beginners to industry pro's are kind enough to offer some criticism and suggestion, posting WIP's right from the concept stage isn't necessarily a bad thing.
Take Adam's current enviro for example. He went into detail about the scope of his project before even starting and not only is that a good idea, how much would it suck if he went ahead and put 10 hours into the 3D, posted a bunch of stuff and people said 'well the arts good but your concept sucks'.
If anything, people waste more time posting 'shitty comments' when someone posts work which is way past stages where alteration would be possible.
I'm not reffering to adams thread or any other which leads torwards great results. And even if a project might not result in a kickass scene: no problem. I'm reffering to threads where people try to raise attention and help even before they really thought about what they will be doing. In addition those kinds of threads often end up that some guys are putting much effort in to give the thread opener good and valuable hints (overpaints, links, discussions e.g.) and finally you see the project never finishing. Because the creator just lost interest or what ever.
Considering Adams thread: Yeah there was a lot of talk before hand. But this reflects how serious he takes the project. He shares his own thoughts and visions with us. It's not that he stratrd a project with an title and first asking for ideas and hints: He contributed much of his concepts and vidions to the thread which is absolutely great.
Instead starting a half thought project and posting your first boxmodel and ask for any improvements is kind of pointless.
I haven't bothered to read all 6 pages so I'm sorry if I derail any drama going on...
Always make ridiculous rules you rigidly adhere to for everything, always make sure they override any logical thoughts you might have about doing something a different way. Always stick to the rules and never question them!!
The less they make sense the more you need to stick to them.
assert failures are really called asset failures, and portals are really called portholes. Make sure you keep using the correct terms even when people repeatedly scream and throw heavy objects at your head from the other side of the office for the fourth time that week.
Actually, the ideal model is made from a box with 600x600x600 segments, and all shapes are booleaned into it, this is especially true for creating characters.
Actually, the ideal model is made from a box with 600x600x600 segments, and all shapes are booleaned into it, this is especially true for creating characters.
Actually, the ideal model is made from a box with 600x600x600 segments, and all shapes are booleaned into it, this is especially true for creating characters.
Didnt you tell me the complete opposite of what you just said here?
My 3d modeling technique.....
If Humanoid:
Draw rough, front / side pose of your model traditionally (pencil + paper) and scan them, save them as Bitmaps.
Make 2 planes with no segments along the x and y axies. Apply the bitmap to material and material to the planes.
Start with either a line or a 1 poly plane with no segments.
Work in the front view to draw down and left to tweek forth.
Actually, the ideal model is made from a box with 600x600x600 segments, and all shapes are booleaned into it, this is especially true for creating characters.
Pfft, everyone knows the real professionals make their models line by line in notepad. It's actually more accurate and you don't need an expensive computer.
Seeing as this thread is full of wisdom, I would like to offer my own!
Remember, polygons are for newbs. When building anything try to find to slowest way to do it. Real artists take a long time, if you did something fast or efficient then it sucks. I recommend using NURBS for everything and don't worry about cleaning up the topology. If the mesh isn't loading in game blame your programmers . Ohh, and don't use primitives they are for cheaters!
- You weld as we say, you bake as we say. You will not think for yourself for you know nothing!
- You must always make assets according to the current trend, any attempt to break the trend rules will be considered as a sin, and thy shall be punished!
- You must always use one and only one viewport to create your scene.
- You must not comment on a thread if the thread starter has never commented on yours. Tit for tat!
- You must keep changing your work-flow and the programs you use, each time you create a new asset, and learn every new software you come across, that is the way to be a great artist!
- You shall not covet your fellow members, neither their ideas, nor their thoughts belong to you. Everything of that kind would and should be disregarded!
- You shall use your mouse to sculpt everything and anything, from a pillar to a monster, from a club to a mobster!
- You must never use DOF in 3d software or a game engine, DOF should be added in Photoshop while texturing, the farther the object belongs, the more blurred its diffuse should be!
- Lastly, take everything with a grain of salt, because everything is just that tasteless!
Replies
cause they are jealous of your skills
agree! the graph editor is a crutch,
all motion should float like a feather and never hold a pose more than 1 frame.
- Hot Chicks
- Demons
- Aliens
- Killer Robots
- Dinosaurs
- Space Marines/Soldiers
Otherwise just make Guns, Cars, Concrete blockades, Pillars and Dumpsters/Trashcans.Also don't forget to deck your portfolio out with tons of flash interactivity and animated splash pages! It's always impressive and people love it.
the floor MUST have grates down the side (with pipes) and as many really deep crevices and massively indented patterning as humanly possible.
In short, all corridors must be nigh-on inaccessible to trolleys or anything with small wheels. Which is, i suppose, why all these things in the future will float. Still doesn't stop them bumping into a fucking great buttress every 5 metres though.
Pssshhhhh.
Real men use at LEAST 5 materials per a model.
i don't get it...
If you're modeling a vehicle, though, just eyeball that, they're just cubes on wheels anyway.
lalalal, who needs accuracy on vehicles anyway, right, a car's just a car after all.
On a related note, what happened to that polycounter that used to only make gargoyles with huge cocks? Seems appropriate for this topic!
-Always follow the tutorials of a kid on youtube that sounds 11yrs old, they know how shit gets done!
-Ask your mom if it looks good, if she likes it, everyone will.
-Need a normal map for your character? Just crazybump that diffuse! Zbrush is for faggets!
This...
hahahaha...
Start populating your thread before posting any art and ask for feedback as soon as you have created a 2 minutes block out. Because you it's never too early to get some feed back.
Oh and for the real awesomeness:
Don't bother finishing your project. Even the pros don't. Just make sure your threaad has at least 5 pages with 10 people wasting their time giving you shitty advices. It's not necessary to complete anything. As soon as the project gets to hard: just move on, do something else. Its quantity over quality my friend.
When people on here or varying levels of ability, from beginners to industry pro's are kind enough to offer some criticism and suggestion, posting WIP's right from the concept stage isn't necessarily a bad thing.
Take Adam's current enviro for example. He went into detail about the scope of his project before even starting and not only is that a good idea, how much would it suck if he went ahead and put 10 hours into the 3D, posted a bunch of stuff and people said 'well the arts good but your concept sucks'.
If anything, people waste more time posting 'shitty comments' when someone posts work which is way past stages where alteration would be possible.
I'm not reffering to adams thread or any other which leads torwards great results. And even if a project might not result in a kickass scene: no problem. I'm reffering to threads where people try to raise attention and help even before they really thought about what they will be doing. In addition those kinds of threads often end up that some guys are putting much effort in to give the thread opener good and valuable hints (overpaints, links, discussions e.g.) and finally you see the project never finishing. Because the creator just lost interest or what ever.
Considering Adams thread: Yeah there was a lot of talk before hand. But this reflects how serious he takes the project. He shares his own thoughts and visions with us. It's not that he stratrd a project with an title and first asking for ideas and hints: He contributed much of his concepts and vidions to the thread which is absolutely great.
Instead starting a half thought project and posting your first boxmodel and ask for any improvements is kind of pointless.
Always make ridiculous rules you rigidly adhere to for everything, always make sure they override any logical thoughts you might have about doing something a different way. Always stick to the rules and never question them!!
The less they make sense the more you need to stick to them.
Nope no drama, besides those 2 posts (that bumped this topic up from the dead), this thread stayed pretty much on topic which is surprising.
There's no such thing as asset rules!!!
assert failures are really called asset failures, and portals are really called portholes. Make sure you keep using the correct terms even when people repeatedly scream and throw heavy objects at your head from the other side of the office for the fourth time that week.
If you character's boobs aren't at least 60% visible, you have failed.
If your character doesn't have boobs, you have failed.
Boleans work really well for that
ROFL x 2
Didnt you tell me the complete opposite of what you just said here?
My 3d modeling technique.....
If Humanoid:
Draw rough, front / side pose of your model traditionally (pencil + paper) and scan them, save them as Bitmaps.
Make 2 planes with no segments along the x and y axies. Apply the bitmap to material and material to the planes.
Start with either a line or a 1 poly plane with no segments.
Work in the front view to draw down and left to tweek forth.
If table start with the box
Pfft, everyone knows the real professionals make their models line by line in notepad. It's actually more accurate and you don't need an expensive computer.
Remember, polygons are for newbs. When building anything try to find to slowest way to do it. Real artists take a long time, if you did something fast or efficient then it sucks. I recommend using NURBS for everything and don't worry about cleaning up the topology. If the mesh isn't loading in game blame your programmers . Ohh, and don't use primitives they are for cheaters!
The normals come out better that way.
Also...
Creating VS. threads is the only way to figure out what app is for you.
- We are the divine of the 3D cosmos.
- You shall have no other forums before us.
- You weld as we say, you bake as we say. You will not think for yourself for you know nothing!
- You must always make assets according to the current trend, any attempt to break the trend rules will be considered as a sin, and thy shall be punished!
- You must always use one and only one viewport to create your scene.
- You must not comment on a thread if the thread starter has never commented on yours. Tit for tat!
- You must keep changing your work-flow and the programs you use, each time you create a new asset, and learn every new software you come across, that is the way to be a great artist!
- You shall not covet your fellow members, neither their ideas, nor their thoughts belong to you. Everything of that kind would and should be disregarded!
- You shall use your mouse to sculpt everything and anything, from a pillar to a monster, from a club to a mobster!
- You must never use DOF in 3d software or a game engine, DOF should be added in Photoshop while texturing, the farther the object belongs, the more blurred its diffuse should be!
- Lastly, take everything with a grain of salt, because everything is just that tasteless!
That's eleven, but we don't care!
Amen.
/no offense
Sorry if I went over the line :P
this.
I really hope you dont think that anything in this thread is serious..
You really didnt take my post seriously did you? =D
You're good..
http://www.fallout3nexus.com/downloads/images/774-1-1227887455.jpg