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My renders thus far~
show user profile  Euphie
This is my first post so I apologize if I do something wrong!

I would first like to state that I haven't been using 3DS Max for that long, i'm taking a BSc Computer Games Design course, I just finished the first year. Everything we make has to be fairly low poly as to fit into games, I hope you understand, that's why some lighting and Zbrush are un-beneficial for me.

After seeing all the pro work on here I feel a little nervous~

My 3D work is all there. ^-^
I go back for my 2nd year soon and i'll be learning how to make levels, rigging and animating amongst other things for the 3d modules, i'm pretty excited ^_^
Obviously my textures need a lot of work, I wonder how people get realistic skin textures?
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9/2/2011 12:08:34 AM (last edit: 9/2/2011 12:08:34 AM)
show user profile  Nik Clark

I really like the cel-shaded Ramen one.

You really like Japan, don't you!

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9/2/2011 12:13:18 AM (last edit: 9/2/2011 12:13:18 AM)
show user profile  Nolan
Not bad for a freshman! Ill show you what I have at the end of my freshman year (just started)!

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9/2/2011 12:30:54 AM (last edit: 9/2/2011 12:30:54 AM)
show user profile  Dave
A games design course that throws students into the world of low poly 3d art in the first year? no wonder universities in the UK have got such a bad rep for these types of courses.

I'm not trying to cause offence Euphie, the student decides whether or not they'll excel.. so in that regard the course is almost a redundant factor anyway, I'm just growing old and I get angry easily when I see courses marked as "Games Design" purely to attract people who aren't aware that "Design" in the games industry is actually a specific field, one that rarely (if ever) requires the designer to make low poly art to go into the games, or rig... or animate. Now don't get me wrong... knowing a little on other disciplines will certainly make you stand out, but I worry that these courses are just going for the "shotgun effect".

As for your 3d stuff, certainly the markings of a beginner! I definitely recommend sticking around these forums, and the next time you're tasked with something in 3d, either through uni or a personal project... you should be seeking advice from us more than your lecturer!... You'll get a lot better that way.

"I flew over Egypt once"

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9/2/2011 1:26:21 AM (last edit: 9/2/2011 1:30:21 AM)
show user profile  Mr_Stabby
just because games have poly budgets and simple surface and light shaders doesn't mean you wont benefit hugely from high poly / realistic shader experience. Most of what goes into making a worthy game model these days is starting with a high quality item (or if experienced enough the idea of that item) and working it into less resource demanding form. So basically you cant make good fakes if you dont understand what makes the real thing look real. And never think that sculpting skills like using zbrush are unbenefiicial - pretty much every single game released nowdays uses at least bump maps and dx11 titles yet to come make a big deal out of tesselation.

that kind of attitude towards game design might have worked 10 years ago but things change :)

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9/2/2011 8:47:17 AM (last edit: 9/2/2011 8:47:17 AM)
show user profile  mike_renouf
"I wonder how people get realistic skin textures?"

This tutorial might help you.

Take a look at the featured threads on the left of the screen below the member galleries. There are some great tutorials here. If you get stuck don't be afraid to ask people. Maxforums is a no-holds barred forum so you might get a bit of stick, but generally its all in jest!

Nice work so far - keep on trying :)

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9/2/2011 2:04:35 PM (last edit: 9/2/2011 2:04:35 PM)
show user profile  Euphie
Wow thankyou for the fast response!
Thankyou Nik, I have been experimenting with cel shading a lot because - well it's very simple and fun to play with. I'm helping my friends with a project which involves a lot of cel shaded Japanese things, I can't animate as yet so i'm just making the props.

Humm well we're taught to keep everything low poly at the start because as you know UV Unwrapping and animating is a lot easier when the models themselves are low poly for beginners. Also, in games, models themselves should be as low poly as they can be, not technically low and blocky but any unneccessary ones removed so the game can run smoother. This year starting we are moving up to more complicated and high poly models. It's pretty exciting!
I meant firstly I want to master texturing and ordinary lighting before I move onto something like Zbrush~
My course is actually really good, we cover a lot of areas so obviously the 3D elements aren't as in-depth, but i'm hoping to be working with 3D for a long time and progress with experience. Every 3D or games course in the UK is run differently, with different modules and focus, so I think they're hard to compare to eachother, or courses outside of the UK ^_^

Oh and, I was a little worried at first that we cover so many aspects and not focus on one to master, but i'm also glad, getting to taste all the different aspects of creating a game made us realize what we'd all prefer to do in the future; Some people realized they liked flash and programming, whilst others wanted to stick to just designing etc, I think in that respect it's a double edged sword ^^

Thankyou for the tutorial Mike! I will look through those now; Next year we are looking heavily at realism.
Thanks for all your criticisms, don't worry I can take them ;)
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9/2/2011 4:35:26 PM (last edit: 9/2/2011 4:37:54 PM)
show user profile  advance-software
> Also, in games, models themselves should be as low poly as they can be, not technically low and blocky but any unneccessary ones removed so the game can run smoother.

correct. usually you produce several versions of an object at different levels of detail.

the game engine then switches between them based on how close they are to the viewer taking into consideration the capabilities of the system the engine's running on. high detail models are skipped on low spec equipment, for example.

@stabby - tesseletion happens in the engine, to say draw curved surfaces or displacements.

always keep as low poly as you can but don't sacrifice quality by going too low.

your scene polygon budget depends on the engine & target hardware.
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9/2/2011 4:41:44 PM (last edit: 9/2/2011 4:43:38 PM)
show user profile  Euphie
*Writes this all down* Thankyou!

It's long winded, but sometimes my lecturer will look at our models and although they're fine, they could stand to lose a few polygons, so he makes us go back and fix them, which I think is a great habit to get into. We're working with game engines next year, I think we're working with Unity~

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9/2/2011 4:59:05 PM (last edit: 9/2/2011 4:59:05 PM)
show user profile  Dave
To continue with the technical side of things... I've learnt that polygons are not as "nasty" as everyone may think. Obviously you shouldn't be using any more than you need to... but the same rule also applies to materials and textures, which are big, big hitters. Quite often when I'm optimising meshes I'll actually end up increasing the poly count, in order to bring down the draw calls (use less materials) and reduce texture size by mirroring where appropriate.

This sort of talk may be a little ways down the road for you yet Euphie, but if 3d game art is your bag, then developing an understanding for efficiency that goes further than just poly counts will help you become awesome-sauce even quicker.

Buuut, one step at a time I suppose. Hurry up and start working on something!

"I flew over Egypt once"

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9/2/2011 4:59:28 PM (last edit: 9/2/2011 4:59:28 PM)
show user profile  Euphie
You know, I haven't even started working on meshes yet. Looking through some 3D magazines I see a lot about meshes, that's another thing i'm itching to do! Hopefully that's another thing we learn this year coming. Oh I am taking everything you guys are saying~ Over the next year i'll have a lot of great things to show you guys. The first two years are just leading up to our dissitation in year 3, which has to be a big, big project. I'm hoping I can inject everything i've learnt into it. Seeing all the work posted on this site makes me want to become pro that much more >.<.
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9/2/2011 5:23:45 PM (last edit: 9/2/2011 5:23:45 PM)
show user profile  mike_renouf
If you want more inspiration, take a look at the life of a sea turtle tutorial and you'll get a really cool run down on poly modelling, unwrapping texturing and mudbox sculpting. Mr grotey made a wonderful resource when he produced that.

I also recommend checking out the Dominance War sites to see some great concept art and finished models. Really cool stuff there.

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9/2/2011 7:11:33 PM (last edit: 9/2/2011 7:11:33 PM)
show user profile  Mr_Stabby
>>@stabby - tesseletion happens in the engine, to say draw curved surfaces or displacements.
where do you think the maps required for that come from? :p

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9/2/2011 9:08:26 PM (last edit: 9/2/2011 9:08:26 PM)
show user profile  advance-software
aye, teh artists make the displacement maps.
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9/2/2011 9:27:09 PM (last edit: 9/2/2011 9:27:09 PM)
show user profile  Mashedpot8er
Hi There, not sure if you'll see this, but I've got a couple of vintage japanese silk geisha dolls that were my mums that I'm selling at the moment. They are about 35 cm tall and although not in perfect nick are still nice.
I'll check back here from time to time to see if you've seen it. They are right up your street I think. :)

If this is against the rules please delete mods :)

Cad Monkey

read 624 times
9/4/2011 6:38:14 PM (last edit: 9/4/2011 6:38:14 PM)
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