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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1423093494670.jpg (118.74 KB, 930x502, 465:251, molegun_backwireframe.jpg)

c5de1c No.11659

I want to practice my modeling, what are the best things to create while doing so?

f893e7 No.11666

Machines. You can be as intricate or as basic as you want, and you can modulate how detailed you want to go much easier than you would with organic things.

4a50df No.11677

>>11666
This, same with buildings

04e056 No.12257

File: 1423834862798.jpg (31.29 KB, 395x867, 395:867, 1406658715784.jpg)

>>11666
Advice like this is what makes character modellers so valuable.

7ccca6 No.12258

>>12257
Satan there said machines are easier for practice. Not that all you should ever do is machines.

6ff8b4 No.12505

>>11659
A big fat pony. Good luck.

Also try translating different cartoon styles into 3D while keeping the same style of the cartoon.

1166b9 No.12532

>>11659
Character models. Good character modellers are very damned hard to come by. And you don't become a good character modeller without practicing modelling characters.

e42fce No.12551

File: 1424109776993.png (162.92 KB, 373x235, 373:235, AVP2_launcher.png)

NotOP. Is it possible to achieve something like pic related?

9b193e No.13389

hmmm

a07e57 No.13421

>>11666
>>11677

Autistic start there bud. He'll freak the fuck out when he realizes that all the shit in his mesh has disconnected vertices.


Either way, try to make crappy game objects, like something basic that is used in most games, like an item or something.

Make a basic sword, then make a bottle of milk, some shit looking teddy bear, some sort of medpack, Luggage, scrap parts, shitty cellphones, then move on to more complicated shit a stack of scrap metal or some object that has some sort of Scifi element to it with wires and shit, if that is still too hard for you then I would advice working on env objects like a door or something or an abandoned shit looking building if you're up to that of course.

Its all about creativity, Don't even think about making characters yet until you have a decent knowledge of 3D, because character involves some autistic shit regarding topology which will suck ass if you attempt to do one and later find out that you'll have to waste 8 hours on a shitty model just to fix its topology for proper rigging, etc. Just make sure that when you get to a decent level, go to the assbay and download some premium shitty tutorials from digital tutor or some other tutor site and learn more about how to make your workflow faster, its essential that you try to avoid being a slowpoke faggot that takes decades to finish something. and m8, if you ever get stuck on the terrible time consumption with the UVs, Just remember a program called Headus UV which will make your life alot easier, I hope you already know what that means by now. if not, Please look into it before you have a stroke.

b3de9e No.14663

>>12551
Ahahhahaha what the fuck

123f85 No.14781

>>12551
Yeah just give us 10 more years.

71cce9 No.14784

Don't people have some Mudbox or whatever nowadays, which is pretty much modelling like clay? So char models should be more naturalistic now.

Not that I have actually touched it or anything.

15a031 No.14885

File: 1427297357138.jpg (354.16 KB, 800x800, 1:1, 1425425268280.jpg)

>make a bucket
>make wine glass
>make a chair
>make a barrel
>make a open crate
>make a fence
>make a table
>make windows
>make a door
>make a room
>make a sofa
>make a bed
>make a tv
>make a house
now you have a simple set of models you can use for projects and have learned the basics

>start making advanced shit

>make a screw
>make some gears
>make machines of all kinds
>make helmets and still life that have weirder and rounder proportions
>make a car or something that adds a lot of small parts and takes time
now you are a semi-pro of still life

>start making organic shit in simple polygons and no details

>make an insect
>make a wolf or deer or something
>make animals which seem kinda hard to do
enough of animals now comes the real shit

>learn human proportions, possibly by sketching

>make a art mannequinn with sliced bodyparts
>make a simple poly of a human
>make humans until you have a perfect topology and rig them without looking like shit
>learn sculpting in a 3d application
>sculpt the human, first proportions, then muscles, then face
>sculpt the human with clothes
>sculpt the human with everything
>lrn to texture

you done

c3b6ae No.14892

File: 1427302019394.jpg (67.42 KB, 685x410, 137:82, how to blender.jpg)

Be sure to follow the tutorials made by the beautiful people on youtube.

Picture related.

8d3b30 No.14895

File: 1427302845205.gif (311.54 KB, 200x190, 20:19, 1414629010140.gif)

>>14892
Anon please, I'm trying to eat here.

15a031 No.14898

File: 1427303185981.png (163.03 KB, 413x451, 413:451, 1427235758901.png)

>>14892
I never thought i would unironically use this sentence ever, but this shit right there triggers me.

d675c9 No.14902

File: 1427305557243.png (242.78 KB, 661x608, 661:608, face.PNG)

>>14892
spoiler that filth anon.
if you want blender tutorials, check cgcookie.com.

3e679b No.14905

YouTube embed. Click thumbnail to play.
>>14892
Oh, it's you.

66dede No.15112

>>12551
What the fuck kinda screwed up 2D-3D perspective is that? Deliver my criticisms to the artist.

9b109e No.15122

>>14905
Why did they even include the Carving tool? All it does is create aids everywhere

That shit ruined levels and sent me into depressions back when I was first starting

jesus fuck fucking vertices

afd012 No.16542

Model a banana


170d54 No.16570

File: 1430587796723.jpg (1.65 MB, 2048x2048, 1:1, Artista Zbrush Chris Bostj….jpg)

>>12551

Yes, though using a traditional modelling package like Maya or Blender would make it extremely difficult. It would be very much possible in a 3D sculpting program like Mudbox or Zbrush, however, as those programs lend themselves to creating complex organic shapes.


35fe2d No.16579

File: 1430610954028-0.png (279.19 KB, 668x793, 668:793, F1.PNG)

File: 1430610954031-1.png (241.27 KB, 559x813, 559:813, F2.PNG)

File: 1430610954032-2.png (260.54 KB, 737x779, 737:779, F3.PNG)

OP here. After making this post I completely forgot about modeling.

I decided to start using Blender since it looks pretty decent, and now that I can download it from Steam I guess updating will be automatic. I also had to format my PC and I don't really feel like installing Max again.

Anyway I started making this yesterday. I'll move on to something else, guess one of those vintage phones or something.


f1bd1e No.17445

I still think sculpting is too limited, it's still formed out of polygons.

We need something much more superior than shitty geometry. Cell-based geometry where you add every individual cell of the body's skin.


d13ba2 No.17508

>>17445

My Grandfather smoked his whole life. I was about 10 years old when my mother said to him, 'If you ever want to see your grandchildren graduate, you have to stop immediately.'. Tears welled up in his eyes when he realized what exactly was at stake. He gave it up immediately. Three years later he died of lung cancer. It was really sad and destroyed me. My mother said to me- 'Don't ever smoke. Please don't put your family through what your Grandfather put us through." I agreed. At 28, I have never touched a cigarette. I must say, I feel a very slight sense of regret for never having done it, because your post gave me cancer anyway.


6c3fbe No.17542

>>17508

>Not recreating the entire biological system of your character with heart, blood cells, viruses, white cells, lungs, genitals, rectum.

>Leaving them like an empty husk with a shallow texture on.

Casuals these days never take their gaming seriously.


cf8195 No.17545

YouTube embed. Click thumbnail to play.

>>14892

I got a real tutorial for you right here.


e1f036 No.18635

>>16579

how did you get good?

Ive been trying with blender for a while. But i keep coming across things i want to do but not knowin the command for them.

and screw UV layouts


7f18c2 No.24177

>>14885

underrated post

also, don't use blender, just...don't


9bf999 No.24377

>>24177

What do I use on linux then?

I'm tired of switching to Windows just to run Maya, and even then it kills my machine


eff7e2 No.24385

>>24377

Just use Blender if he's not going to give actual reasons why not to.


eff7e2 No.24386

File: 1449879760881.png (116.87 KB, 623x684, 623:684, BLENDER PROGRESSION.png)

>>14885

I liked this post so I screencapped it for myself. If anyone else thinks it's worth sending future nodevs here it is.


5ba2f3 No.24525

>>14892

>youtube tutorial

often half-assed by amateur that doesn't have follow standard practice. Would rather torrent from cgpeers for tutorial.


16ec8f No.24538

File: 1450718735431.png (34.29 KB, 326x312, 163:156, 2015-12-21_12-23-41.png)

>>14885

Here's my bucket. Now I need to practice texturing.


28f19f No.24553

>>16579

is this level of detail acceptable for a game?


df344e No.24555

>>24553

If I saw that image and was told "This is just a generic asset used in a AAA game" I would not have thought twice about it.

Yeah, it looks great to me, about as good as you can make a fire hydrant without just pointlessly putting more verts


7c72f8 No.24556

>>24553

I'd say it's way too much. It's more of a animation-tier model than a game model. Imagine if every single model had this many polygons your game would be pretty slow.


7c72f8 No.24557

>>24553

>>24556

What you'd need to do is create a low-poly version of your model and then bake the details of the high-poly version as a normal map and an occlusion map.

sage for double post


eb22ce No.24604

File: 1451192391347.png (190.1 KB, 1920x1080, 16:9, splitmellowman.png)

alright fam, what do you think.

this is the most complicated thing i've made so far


050130 No.24634

>>24604

You can apply for a job at bethesda now


6c57f9 No.24745

>>24634

>implying bethesda isn't just a pretend company and that Todd doesn't do every single beth game by himself

Ever wonder why they take forever to come out and are always underwhelming? There you go.


f264e1 No.24765

File: 1452403384520-0.png (56.9 KB, 960x540, 16:9, 1.png)

File: 1452403384521-1.png (45.81 KB, 960x540, 16:9, 2.png)

Haven't done any modelling in year or two. Figured I'd get back into it, so here's a can.


9f2e44 No.24775

>>24604

go spout memes elsewhere


74bb88 No.24795

Op it all depends what do you want.

I have experience in 3d modelling with different tools (most of it in Blender) and it's really different worlds.

If you want hard surfaces, blender is good enough and you can do lots of things. But I realized that if you need to do organic stuff, blender isn't really the stuff you want.

Because extruding meshes is really shit when you want to have that softness and textures of a organic model.

Since I shifted my interest a bit, I tried ZBrush. Man o man, it was a fucking revelation.

Don't get me wrong, you can sculpt in blender, but it's shit. You have less brushes available and it doesn't dynamesh. And in zbrush if you want to make something like a tentacle or a pipe or put something around a mesh, is very easy and you don't need to wrap your head around arrays, fucking snapping that never works and other shit like that.

So if you try to make organic in blender, is it possible but you're going to suffer, on the other hand you can do organic in zbrush with ease but when it came to extrude, working with hard surfaces or translates meshes, it's incredibly anti intuitive.


74bb88 No.24796

>>24795

Oh and I forgot, since UV unwrapping is something for spastic autistic people, to have easy mesh paint, the best bet is mudbox. It has a fucking brilliant way of painting meshes with layering, channels and other incredible, incredible shit.

You can forget about UV unwrap altogether.

The problem you can have if you model for vidya is that you usually need lowpol models, but, but... Zbrush has a fantastic simplify feature that remesh your shit so you can have less polycount and still get a very good approximation of your high poly model.


2e64c5 No.24810

>>24765

With a little bit of editing to that model you can make bullets and shell casings.




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