Chat about problems or anything relating to game art creation here.
Artists
Air Tight Modelling.
Hi all,
Im pretty new to the whole modelling scene and had a question that i cant seem to get a clear answer on and was wondering if any of you guys could fill me in.
Question: How "Air Tight" should i be making my models? ie is it bad form to have seperate elements to your models or should they all be part of the one continuous mesh?
eg. lets say i have made a character .. and i want to be able to animate his/her/its eye balls .. is it ok to have the eyeballs as seperate elements that are placed within the head mesh or should they be a part of the head mesh? Do i leave the holes for the eye sockets open or should i seal them up so the head mesh is "air tight" even though you wouldnt be able to see the holes once the eyeballs are in place.
Is it ok to have overlapping elements to a model?
eg. Im adding a ammo belt to my character can i create it off to the side and then just place it on my character mesh or should it be APART of the charactermesh?
If i can just place it do i need to create the back faces so that its "air tight" even though they will never be seen?
Anyway if someone could shed some light on this i would really appreciate it.
Cheers
"the way to get around the separate elements UV problem is to attach them all then unwrap it, then detach them"
If all the parts are going to part of one model why would you attach them then detach them? Why not just leave them attached? Unless you where making a model that you wanted the different parts to animate around their individual pivot points. But for spikes n a backpack etc.
Pantmonger
pants when you for instance goto texport a character and his eyeballs are a separate mesh but you want the all on one texture.
its easier to attach it and have all the mesh's UV on the one unwrap for texporting or equivalent
but hey i could be wrong :)
Peter Gillespie
www.3dluvr.com/eagor
eyes were just an example
lok at mechwarrior, gran turismo etc, separate meshes, possibly single tex (correct me if i'm wrong)
look at gta3, max payne or half-life for example if you want to make in-game movies
Peter Gillespie
www.3dluvr.com/eagor
well in mechwarrior, bits can get blown off so they'd be separate
Peter Gillespie
www.3dluvr.com/eagor
From what I remember the Mechwarrior 2 models were actually several different models joined together. I saw it in a viewer program that went into the packed files of theirs. They had a seperate model for the torso, each leg and arm, and one for the head (which really was just a glass panel of sorts).
But still, generally I'd say it doesn't matter how the models are created as long as there are no T-Junctions, and when rendered to the screen there are no visible holes. With the eyes example I wouldn't mind (being a programmer) having the eye sockets modelled, but if you could never poke out an eye then you wouldn't really need it.
i dont do much lowpoly game modelling so im speaking from mainly higpoly experience.
but what i model isn't "air-tight", a characters body might well be- but a lot of the stuff i then build off them- for example straps around arms - i build them off the characters arm polys- so they dont have backfaces. basically- if you cant see it- dont bother.
but if you do make something that is "air-tight" and it passes an stl check i believe you can take it and get it moulded into a physical model. might cost a fair bit of mola - but would be cool :)
Track editor
Does anyone know of a free-ware or community made track editor where you can make your own racing track, and export the results to 3ds max? Or 3dsmax scripts that help ease the making of doing tracks?
i dunno, but does auran have sumthing like that for their trains game?, maybe not. might b worth a look.... i think i might have heard about a game in the making where you can design your own tracks....i dont know....im sure you are able to edit most tracks in the current games, which isnt what you are asking.
High polygon car tutorial for Max
Very impressive car modelling tutorial over at this link..
Skin Photo Reference
does anyone have any good highres reference photos of skin (mainly human)? or know of any site that has a good archive.
ive found a few decent references on http://www.fineart.sk/
thanks all.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
and some tattoo reference here:
http://www.planetquake.com/shattered/shine/images/ref/tattoo/page_01.htm
lachlan inglis
Showreel WIP: http://effectism.com/sample/
a bit from column a and a bit from column b :)
lachlan inglis
Showreel WIP: http://effectism.com/sample/
http://www.bartleby.com/107/ not sure if this helps but down the bottom of the page is links to surface anatomy, unfortunately its b/w ?! more useful for anatomical studies.
Dean Ferguson - 3D/2D Artist
Deep Exploration
Is anyone else using this program? I love it!... some useful things I've noticed..
It'll view PSDs as textures for models.. if you work with layers a lot, this is GREAT.. just save in photoshop, click DE and the texture updates straight away.. Photoshop and Deep Exploration, that's all you need open for texturing work :)..(Photoshop + 3ds max = lotsssa memory required).. other things I like - say your texture needs to be rotated so you can paint other parts the right way up... DE let's you rotate skins in the program. That's just darn handy.. Plus it's a great model viewer - so many different lighting effects, and modes..
Oh, and since I have an Nvidia card, I have an option to see it with an environmental effect.. groovy. [:)] .. Once you're done skinning, you can use it to check out your animations as well..
Programmers will find it usefull too - you can export it to so many different formats etc.. ok, I shut up now. [:)] I'm not affiliated in any way with Right Hemisphere, btw.
You can get deep exploration here http://www.righthemisphere.com/products/dexp/index.htm - which is pretty useful for checking out seams.. ... You mentioned Deep Paint 3D, costs and details over at http://www.righthemisphere.com/products/dp3d/ .. it's also a bit overkill for checking out seems. [:)]
yeah your right i did mean deep exploration, i was just wondering about cost etc, i looked at the site and you can get the demo. Do you know its limits (ie no savingexporting or if it's only a 30 day trial only) cos i wont get the demo if it's just a waste of time.
unless that it you bought it and have no idea about that stuff.
thanks souri
animal
Nah, I didn't buy it.. Deep Exploration costs $249 (US).. you can do the conversion back to NZ dollars.. [:)] I think it was around $499. The demo is fully functional for 30 days, and I think once the trial runs out, you can't do batch conversions (or any conversions for that matter).. Hopefully it'll still be handy as a model viewer..
monitor calibration
hi peeps, i just came acrross this link to some cool info on monitor calibration ( i was lookin for sum other info, and this came up)
so if your are interested, here is the link
cool cool, i was surprised my monitor checked out ok, just needs a lil tweakin when i get the time. Time...if only there were more hours in a day, if only there were more days in a week , if only there were more weeks in a year , if only there were more years in a lifetime! i think i will make that my new sumea signature [:D]
i dont know about the use of were tho, were seems a little negative, i dunno im prolly too tired , maybe instead of "were" "if only there was" or "would be" naa cant be would be....yup tired must be me ..
Dear sir,
My 21" beast is great(monitor, get your minds out of the gutter), colours, definition etc are perfect but when I see my work on lesser monitors it looks nasty, its a sony trinitron which Ive set up correctly, Do I have to buy alot of people expensive monitors so that I will look good or am I doomed to the continous "it s too dark" comment?
Sincerely,
Guy with no room on desk :P
Amiga IFF animation to GIF converter?
Anyoneknow of a program that will convert Amiga IFF animation files to GIF? I have a few old animations of mine on my hd that I haven't seen for a decade...
biped, physique, bones tutorials
anyone know some good ones ? 3dsmax of course..
Excellant.. tah..
On another note, I haven't textured a model in years (the old way of texturing models was a MAJOR turn off for me..) I just had a look at UV unwrap, and all I have to say is... you young people are darn lucky.. [:)] In the old days, we had to travel 5 miles to the nearest............
My favourite picture of the moment
I absolutely love this picture.. the colour, lighting and the shadows cast, the mood.. everything.. makes me wanna go and steal a wacom! Oh, and it's done by Steve Stahlberg.. he was born in Australia.
http://www.cgtalk.com/showthread.php?s=&threadid=42635
I'll post the image here, but you should click on that link anyway for the interesting comments. [:)]
[img]http://www.sumea.com.au/simagesmisc/onelasttime.jpg[/img]
souri, thet pic doesnt show from that link, there are so many pics on that forum that are incredable, especially that 2d elf girl that was posted yesterday, but hey if you go there now there are loads of new pics that have been given 5 stars
sorry that link does work , the server was buzy, and what do you know.... it was the pic i was thinkin of too [:D]
wow really cool pic, LOVE the cute little red nose[:)]
but ummm steven stahlberg...i mean c'mon how phony does that name sound:
Scary movie fan: i hate your movies speilberg! EP 1 sucked!!!
Steven: ummm you have the wrong guy...i'm....Steven....Stah..l..berg..yes that will do, that will do nicely[8D]
Scary movie fan: oh....[?]
steven stahlberg is a real person, it might not be his real name (who cares) but he has done evr soo much for the global 3d community, not to mention he is a brilliant 3d/2d artist... who has helped produce books for us all!. phalic is the wrong word for what your are describing, but it is very sexually sugestive (dominant/submissive) image as are a lot of his works
and yeah souri, just like them feet are disapearing into (maybe feathers or sumthink that they can disapear into ;) ) the lighting on the elbow looks really strange as there is no light source in the scene to give off the light that the elbow receives ... altho it looks like candle glow ... and perhaps there is a candle betwwen her legs....guess you would have to ask steven stahlberg about this.... maybe sum ppl should look up phalic in the umm Dictionary.... teehee :) ( dont go saying that if there was is a candle between her legs then that could be phalic) as i will laugh my ass of for every post you send ( hope that that comment is not too harsh) hehe .... peace to you all.... but there is nuthin that resembles a penis in this scene [;)]
phal?lic ( P ) Pronunciation Key (flk)
adj.
Of, relating to, or resembling a phallus.(The penis.)
Don't know dude but that long wrinkly neck drooling on her looks pretty phallic to me lol.
By the way it just has to resemble it not mimic it to be phallic, a banana is and I don't know any one with a yellow schlong. :P
Oh yeah excellent image, hes pretty talented, maybe the image is cropped and the light on the elbow is coming from a source we can't see? Is that a tyre in the lefthand bottom corner?
i think the light on her elbow is from her fanny(like E.T's finger)....This is what hapens to fairys when they get excited!! you might say "Hey how come I'v never seen it before" well its just very rair only hapens every thousand years or so ,whitch isnt very long for a fairy because they live for millions of years .. he he put that in ya penis pipe and smoke it Beatsta and chill
if you really think about it, which for many is no thought all, the difference im thousands and millions is not as great as how you are trying to express the difference........... i dont have a penis pipe ( i dont have a pipe at all fuckwit) and to what your lame analogy is saying... i dont put anything in a pipe as i can afford to put it in a very thin piece of paper and inhale and relax. dont be a moron, moron. youre only excuse is your age! and in our lifetime and current time...that is no excuse! dont respond...as you know you have nuthin intelligible to say , instead make it easy on yourself and learn the simple lesson that has been given to you. if ya need to vent, fine..... i wont partake. if ya dont understand the lesson then i will explain...why? because your art is ok...... and that is all i can have respect for you for! think about it and then go
" oh fuck !"
dont dirty my purity!!!!! and dont dirty the forum of sum1 that created the beauty of this forum/webpage and dont ever dis respect the artists that are a million light years ahead of you. ie: steven stahlberg..............
here is me showing off.... adie..... and others...... i was given 1 dollar for every minute of my creativity and expression that i gave on the 4-3-03 and many other dates.... and that has taken 10 years of my dedication and development as an artist to recieve ( that is not the only time i have been rewared in that manner and in real time it took 5 years for me to recieve any reward) and for the last 5 years i have recieved and have been given comparatable rewards for what i do..... at least every week I perform and entertain in a very subtle and powerful manner as the concentration and entertainment/feeling is aural and that is very powerfull but also very frustrating if ppl arent educated... as they feel without understanding of what is making them feel. sum of what i said might be sumthink to think about and sumthink for you to try and relate to your 3d/2d art ............and depending on what you want to do with it, which i would imagine is not to just to make money, but to express........
Quake4 artist interview
http://www.3d-station.com/interview/interview.php?id=16&version=ang
The interview has nothing to do with the game, but it shows off the guys previous work which is quite impressive
"when it comes to angry killing machines, nothing beats the Lord Jesus!"
Who here has a graphics tablet?
Which model do you have, what size, cost, and when did you buy it? And what can you vouch for as the best on the market at the moment, (within a reasonable price)? .. I wish gfx tablets became as dirt cheap as scanners have become.
I have an Acecad Flair 5" x 3.75" which cost around the $100 mark from Dick Smith a coupla years ago. I had (still have it, actually) an A3 tablet (forget the brand) which is essentially for CAD stuff (giving a hint at it's age) which I picked up from Harvey Norman for... hmm... under $100 anyway. No pressure sensitivity and a corded pen, but it rocked my world nevertheless. I'd still be using it, but my most recent mobo didn't support it so the Acecad had to be bought.
I didn't know the joy of a Wacom until I hit QANTM, and I plan to upgrade to one after I get my own computer. The Acecad does the job well, and I probably wouldn't switch if I knew better. @:-) In fact, it'll be a fair while down the road until I upgrade...
I doubt tablets will come down in price anytime in the near future, as even though they gain popularity, they won't really become heavy mainstream like scanners. There's no "LETS SCAN PICTURES AND SEND THEM TO EVERYONE LOL!!!!!!" factor with tablets. @;-)
Chris Bowden
http://brain.gamekey.com/
I have the worlds cheapest little thing, the MG Logic e pad, its bad, very bad, but it was all I could afford at the time I think it was around $60 or so for its 15cm by 12cm non glory, but it has served me well, I find I can get by using a combination of it and my mouse. But I would not recommend it to anyone. Someday when I have money a new tablet will be mine, oh yes it will be mine.
Pantmonger
i have a Wacom Graphire 2 which is 5"x4" which was $230 when i got it a year and a half ago
Peter Gillespie
http://www.3dluvr.com/eagor/
I have used a wacom penpal i think, i cant remember the name it was, the size was 4" x 5" and unfortunately i had to give it back to the lender who never useses it anywayz and isnt even plugged into a machine,,,,,sigh...
u can get an intuos2, which is the latest range of wacoms, at the size of 4x5, which is great to use and is about the size of the average mose pad for $440 aud. i would like to get the size above this which is 6" x 8" and is $682 aud and come in two different colours..woohoo. I dont think i wld have enuff desk space for the 6x8 so i will prolly get the 4 x 5.
Here is the link to the only Australian distriutor for the wacoms, which are the best, and my advice to anyone, when buying anything that has a specialist market is to look for a distributor first so that you can get a cheaper price over the retail outlet :)
http://www.videobytes.com.au/products/intuos2.asp
why get an intuos2? and not an older model? well............. i guess check the specs
here is the link for wacom and our area,which is asia/pacific
http://ap.wacom.co.jp/products/products_index.html
oh yeah, the reason that sum tablets are better then others is generally based upon the pen that they come with... WACOMS are the best, there is no argument...but whether one wacom is better then another is going to depend on what sort of pen you want and what the pen can do for you :) hope that helps
and for buying from distributors, you can save yourself hundreds of dollars...an example is that i go thru styli for my installation cartridges for turntables every six -12 months, my catridges i got for 460 from a distributor, from a retailer they are 560 -600 to replace my styli i get 2 for 110 dollars from the distributor from reatail im lookin at 90-100 for 1.
Dont get ripped off, and ask if they have a cash price...that usally knocks a bit off the price as well .. if ppl are selling a specialist product that there is not a huge demand for, then they might knock off 20 - 50 bucks to have the cash in hand and not have to wait for th cheque or cc or whatever [:)]
i was just checkin out the graphire series from wacom WACOM Graphire2 RRP Inc. GST: $182
Actual tablet size 8.2" x 8.4" x 0.4"
(225mm x 210mm x 7.5mm)
(Approximately mouse pad size)
Active working area 4" x 5"
(128mm x 96mm)
Pen accuracy 0.5mm
Pen reading height 5mm
Pressure levels 512
Report Rate 205 pps (Points per second)
Resolution 1,015 LPI (Lines per inch)
Warranty One year
Weight 400 grams
that looks pretty good for the price, i havnt checked the specs tho and compared it to an intuos2
altho if you look at the specs the actual workin size wld be the same as a 4x5 intuos2, but the graphire2 will take up 8inch x 8 inch on yr desk instead of the 4x5 wich has about the same workin area
None? I know when I left there they were pretty tight on their use due to theft of them (and MAX dongles) which is sad.
Something I just remembered though... QANTM were buying Wacoms at one stage, and went around asking if anyone was interested in buying one, as the more you buy the cheaper they are. Any current students might want to ask about this, and any ex students may want to ask as well. The least they can do is get a discount on a tablet for ya.
Chris Bowden
http://brain.gamekey.com/
wow, i was just looking for resellers of wacom products in brisbane and saw the intuos 2 airbrush, How nice wld that Be!! heres the link
http://ap.wacom.co.jp/products/intuos/option/intuos_option1.html
it even comes in different colours
Dont drive out to Story Bridge tho, i did that the sarvo as i couldnt get them on the phone and thinkin they were a retail outlet, but umm know, its a private residence. Doh. guess i will have to wait 4 days to get my nibs. its only 17 dollars for a pack of three, you would think sum1 would have them in stock. Maybe story bridge will call me back and i will be in luck.
When i rang Graphics plus they said to call and get the distributor to ship the nibs and i wld get them cheaper, stuff that tho as they are cheap enuff.
Pantmonger maybe you should just get the distriutor to ship you a tablet.
heres the web address again :)
Ive got a graphics tablet here at work, but for what im doin, its alot faster just to use the mouse.
On the other hand, the good thing about a tablet is that, provided u have 'painter', it can simulate natural medium really well. But i have not used it for the last 2 years.
I think a tablet is only good if u have specific needs, like in the instance of painting on the pc, but other than that, your better off with the good old cheapie mouse.
I've just bought myself a Graphire 2 for $149, and the minute I plugged it in and open up photoshop this morning, I was hooked. Its so much easier than a mouse! Now I'm wishing I had bought one ages ago! (Remembers hours of skinning frustration)
If anyone is interested, http://www.softwareshop.com.au is where I got it from. They are a Canberra based shop but have free shipping Australia wide. Currently their June special is on all Wacoms, so if anyone is looking at getting one, visit their site and check it out, some good prices to be found!
i got my graphire 2 from the software shop, canberra too, but when i got mine it wasin early 2001 @ $230.... bastards !
Peter Gillespie
www.3dluvr.com/eagor
Animation Challenge
I know there has been enormous attention on the new modelling and mapping challenge. So i propose A character rigging and animation challenge. If anyone is interested let me know.
Perhaps the best 5 models from the modelling challenge can be donated and available for download for animation? this would allow a choice for the animators.
I know im interested are you?
Challenge #2 has not been outlined yet.
So that is certainly possible. Leave it up to discussion.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
I guess that would come down to how the creators feel about giving out their models.
It might be worth modelling/texturing your own character and then rigging/animation and just making it an extended challenge. Or make rigging/animation of your own character another part of the challenge, like the 2D assignment is with the current one.
lachlan inglis
Showreel WIP: http://effectism.com/sample/
I suggest the walk, run, jump, and attack, because the is a game dev focused site. But instead of this we could animate something more challenging like , 1) the character has 5 enemys after him in a maze of (invisible) corridors and he has to sneak out all covert.
anyone else got some ideas just post em up!
Can i scam your model please - thanks
Like the topic? :)
Seriously though if anyone has a model i could borrow to fiddle around with some stuff i am currently working on in a side directx project i would be greatful
Textured would be even better - i need it in the DirectX format (".x") so if any of you guys would be so kind as to loan me your mesh i would be much appreciative.
Any offers please post below :)
(it wont be used commercially blah blah blah or for any other purpose then me testing out some new direct3D 9 code i am working on of course you retain full ownership)
modelling test
hi there, does any1 feel like giving me a modelling test, ie.
Give me a character sheet or just a concept and set me a poly limit and see how we go? i wld like this very much. i will post sum of my own stuff soon, but i wld like to do somethin like this as well. I can model very quickly but then i start to loose motivation when it comes to uv mapping and animating. I am now starting to model, setup the rig for the character, then think about mapping and animating, and i hardly think of painting textures at all, as i dont have a wacom anymore [:(] i will get one in a few months perhaps [:)] then i will be happy to work on textures. I have done a few textures but they have been for specific characters so i have pretty muuch looked at the textures i have seen and copied them...
give me a modeling test plz. either post it here or email me :)
i pretty much just like makin models, but it seems to get any work these days ( not that i have worked in the games industry ) you have to do much more than make a model and map it... which i think sucks, coz better ppl in 2d can paint your textures and better animators can animate your model. maybe australia is just too cheap and they only want amazin ppl that can do it all and thus just dont give the ppl that focus on one area a chance......................
wake up, we got, we want, CHAOS, wake up, we got perfect motion.
wake up, we've got, to stop, the rot, wake up, we want EVOLUTION
wake up, wake up, they've lost, the plot, so knock, 'till the walls come CRASHING DOWN. - sunscreem
here, do this guy if you want:
[img]http://effectism.com/sumea/beatsta.jpg[/img]
polycount: 3000
: lachlan inglis
http://effectism.com/sample/
if you go with it-it'd be good if you started a thread in the wip forum to document your progress.
: lachlan inglis
http://effectism.com/sample/
i was doing to suggest that last week in the sumea suggestions forum[:)]
: lachlan inglis
http://effectism.com/sample/
make it like the cgtalk challenges...where you give the stimulus and everyone who enters has to start a work in progress thread in the forum.
: lachlan inglis
http://effectism.com/sample/
we've made it into a Sumea Challenge :)
http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=269
: lachlan inglis
http://effectism.com/sample/
quote:souri.. how can we post works in progress?
You use image tages in your message posts.. When you reply to a message, there's a set of icons - click the insert image one.. it basically spits out the image tage code, which is.. (replace <> characters with []> ... put your image's web address inbetween.
I guess that would be best, just to be on the safe side.
But it shouldn't be a problem, hundreds of people visit his site and create works based on his concept art.
: lachlan inglis
http://effectism.com/sample/
cool, coz i have a few of his concepts, and i havnt used any of em, for anything, is sorta why i started this thread...for sum ORIGINAL concepts... i think a very hard thing is to come buy ppl who can do such original concept drawings, if you can, there is a job waiting for you :) I would thik
keep on doin, what you been doin!
And one day, you will be free!
it wld be neet, i think (just wondering tho)
it would be neet to be able to post images with the posts on this forum. I wld like to attach an image to my post and get ppl to c&c it etc, im sure other ppl wld like to do this as well..
Is it a question of space and bandwidth for this not to be able to be done?[?]
wake up, we got, we want, CHAOS, wake up, we got perfect motion.
wake up, we've got, to stop, the rot, wake up, we want EVOLUTION
wake up, wake up, they've lost, the plot, so knock, 'till the walls come CRASHING DOWN. - sunscreem
i think he means attaching the image to the actual post and not uploading it to your sumea(home) account and linking it in the forum.
: lachlan inglis
http://effectism.com/sample/
type in http://www.yourwebsite.com/yourpicture.jpg and that should be it.. ***note, replace all the < characters with [.. and > with ]..
great poly tools script for max and maya
I came accross this great set of poly tools script for maya and max
the other night, im finding it pretty useful...
get it here:
http://www.maya3d.dk/MEL/MJPolyTools/MJPolyTools.htm
im still trying to down max 5, might wait for 5.1 tho. i find maya much faster for me tho. I got into max at maybe release 2 and maya at version 1. I used 3d studio 4 prolly in the early nineties at QCA tho, i dnt think for much tho except to drool ova the materials in the material editor, teehee. and maybe evel some text and basic anims
I'm still riding max 3.1, started with 3, and the only other package I've used is Milkshape, which is a great modeler in it's own right.
beatsta: When and which course didja do at QCA?
Chris Bowden
http://brain.gamekey.com/
quote:Originally posted by inglis
i started doing 3d on max4 then 5 came out a couple months later...
ive used maya/softimage and lightwave as well, knowing maya the most out of those 3- but have seemed to stayed with max even though
Just curious as to why you stuck with Max if you're faster and know more stuff with Maya? :)
because my course was in max so i was using it everyday. if i was to model a character with nurbs i would use maya, i also like its polygon tools- but now max5 has a good set of polytools itself.
i said i know maya the most out of maya/xsi/lightwave.
i could model quite fast in maya- but my overall knowledge of the program wasn't that deep- ill get back into maya later- but for now im still faster in max and i dont want to spend the time i have to create a demoreel learning areas of a program i know how to do in another.
i have done these courses so far (brain)
Tertiary
2001:
Diploma of Information Technology (Software Development) Gaming, QANTM.
1996:
Certificate IV in Multimedia, Queensland College of Art
1994:
Certificate in Arts (Visual Art and Design), Mount Gravatt College of TAFE
I did't finish the game dev course at qantm, payed my 3000 bucks for the first semester and came back for a month for the second but got sick or rocking up to find that there was no lecturer or no class after spending an hour travelling to get there. ;)
was that the class that walked out and got a refund for their course?
: lachlan inglis
http://effectism.com/sample/
2001, eh? Same intake as me, I figure. Can understand why ya didn't come back. There a chance I know you? *curious look*
Chris Bowden
http://brain.gamekey.com/
i wasn't in the course-
i just heard about it from someone who was one of the many who left.
: lachlan inglis
http://effectism.com/sample/
character modelling and resources for the ppls
hi ppls, this is prolly the best 3d poly modelling tute for characters, i know of. Its by Michel Roger who is french as you can see... but you only need to look at the pics otherwise use an online translator ( i know there is a translated version around but i forget the link)
http://mr2k.3dvf.com/tutorials/max/tutorials_joan.htm is the link to mr rogers' tute.
I have followed it several times using maya and connect poly shape script, which is free from highend3d.com and i believe kicks it over max and meshsmooth altho i luv max as well.
Also check out cgtalk.com they have a game art design forum there and there is heaps of amazing models with wireframe views so u can study the edgeloops there.
go get the info and share it round here so we can all develop :)
I have only come accross sumea.com a few weeks ago and its fantastic :) glad i have found this place :)
there are some very talented artists here....
hope it all helps.
My elvens ears are looking like spock. MOOHAHAHAHAH :) I probably will have to reconstruct em lol I hate ears :P
quote:Originally posted by beatsta
hi ppls, this is prolly the best 3d poly modelling tute for characters, i know of. Its by Michel Roger who is french as you can see... but you only need to look at the pics otherwise use an online translator ( i know there is a translated version around but i forget the link)
http://mr2k.3dvf.com/tutorials/max/tutorials_joan.htm is the link to mr rogers' tute.
I have followed it several times using maya and connect poly shape script, which is free from highend3d.com and i believe kicks it over max and meshsmooth altho i luv max as well.
Also check out cgtalk.com they have a game art design forum there and there is heaps of amazing models with wireframe views so u can study the edgeloops there.
go get the info and share it round here so we can all develop :)
I have only come accross sumea.com a few weeks ago and its fantastic :) glad i have found this place :)
there are some very talented artists here....
hope it all helps.
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
You can find an English version here:
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
[:I]
I babelfished all the pages of French Joan of Arc tutorial about 6 months ago (http://www.sumea.com.au/snews.asp?news=118&related=Modeller) - this was before I found out that there was an english version. [:)].. but yeh, I agree, it's definately a great tutorial. That page happens to have had the most number of hits compared to all the other news posts..
have you done michel rogers' ear tute? hears anotha ear tute http://www.secondreality.ch/tutorials/modelling/ear.html
I'm actually thinking of designing a really weird ear on the character now, I mean the spock ears are done a bit to much so I'm drawing up designs for a weird but interesting ear style :) wish me luck I'll need it :P~
quote:Originally posted by beatsta
have you done michel rogers' ear tute? hears anotha ear tute http://www.secondreality.ch/tutorials/modelling/ear.html
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
ahhh yes the joan of arc tute....very cool stuff,
though i agee ears are stupid, i mean why do they have to have all those little bumps, rings etc.. if they just looked like say....a square! then all my problems would be over, better still if humans looked like teapots then my character modelling in 3dsmax whould improve 100% MWAA HA HA HA HA I COULD RULE THE WORLD, I WOULD BE THE KING OF ALL TEAPOTS!!!![:0][:0][:0][:p]
lol, this is a good tut but when I was at qantm nearly everyone did it as a final piece. Sick of the site of it now. Excellent to learn on though.
Beasta: thanks for the highend3d.com link, I've been trying out maya lately, god damn clunky work flow compared to max, hate having to go thru a million menus just to press extrude. :P
Off topic anyone know what the maya version of max's target weld is?? Its a big oversight if there isn't one.
Dean Ferguson - 3D/2D Artist
good call. was starting to become cringe material.
has any1 applied for the positions at thq? or heard anything?i will post a cd either today or tuesday. just got a new burner and am very happy that it burns 700mb in 2 minutes and 37 seconds, even on a p2 233.hehe. (the guy at the shop said it wld only do 16 speed on my system and it does 40 [:)] ) glad i didnt listen to him.
such wierd wether in brisbane..afta that fantastic rain, saturday was just way too hot and now there is deffineatly a nip of coldness in the air in the early,early mornings.. or late, late night...whichever you choose...guess it is autumn...
Inglis, a question for ya!
Hey, just saw your website.. http://effectism.com/sample/ awesome stuff! What 3d program do you use, and what plugin (if any) did you use for the global illumination? What's that walkway scene thing you're building at the bottom of the page going to be for?
I wish they had global illumination in max4! I can't fake gi :) My max5 doesn't work I got to use it for ten days but after that I couldn't even dream of dishing out that sort of money for something that's gonna be updated again :(
[}:)][:X] Moo kiss *grin* Souri you're a legend making these icons [:D] I love mixing drinks that were just not meant to be mixed together I just made a hotchocolate with icemagic choc mint and bubblegum flavour squirted in..the COOLEST part is that now all these round bubbly gunk pieces are floating on top so it looks like something deadly that only icky evil people serve[:D] like me [8)]
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
I like the little war posts where you have the rams head piked on the wood, looks like clay :) very nice indeed
quote:Originally posted by inglis
im using 3dsmax.
gi is only being used in that last environment. its just a basic setup using max5s new gi system.
that scene is just for my showreel that im working on at the moment, thats the purpose of that page- to show what im currently working on for the reel.thanks for the feedback :)
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
i drew out a spline wrapping it around the pipes, then created a cylinder and put the pathdeform modifier on it. then just pick the path. then i just made a few variations.
still got to put a lot more detail into that scene( e.g. the walls, and i just started working on the doors, plus the water/steam but theyll be the last things). aim to have the model completed within the week then onto texturing.
thanks [:)]
Very good work.. Oh, Bouncy, I didn't make the icons.. They're emoticons from some app. [:)]
quote:I love mixing drinks that were just not meant to be mixed together I just made a hotchocolate with icemagic choc mint and bubblegum flavour squirted in..the COOLEST part is that now all these round bubbly gunk pieces are floating on top so it looks like something deadly that only icky evil people serve like me
Hahaha.. that's pretty a nasty mix there [:)]..
Yeh, I've had a fake global illumination available on the site for a while now - http://www.sumea.com.au/fake_global_illum.zip .. it just doesn't do a clean/as nice result as your one. [:)].. might need some tweaking I guess.
Yeah but It looked cool because when you blew the top surface all the little parts moved to reveal the real drink it was all green and bally on top [:D] I've always been disgusting [;)]
quote:Originally posted by Souri
Very good work.. Oh, Bouncy, I didn't make the icons.. They're emoticons from some app. [:)]quote:I love mixing drinks that were just not meant to be mixed together I just made a hotchocolate with icemagic choc mint and bubblegum flavour squirted in..the COOLEST part is that now all these round bubbly gunk pieces are floating on top so it looks like something deadly that only icky evil people serve like meHahaha.. that's pretty a nasty mix there [:)]..
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
this concept is my insipration:
[img]http://effectism.com/sample/environment_01.jpg[/img]
ive taken it down a different road though..turning it into a hydrodam overflow and all :)
All artwork is inspired by someone else :) I only know this because I have to sit through gruesome art theory lectures that go in my ear and travel down to lungs so i can blow air at people. lol :).. I don't understand me either don't worry [;)]
quote:Originally posted by inglis
this concept is my insipration:[img]http://effectism.com/sample/environment_01.jpg[/img]
ive taken it down a different road though..turning it into a hydrodam overflow and all :)
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
nope you email the wonderful Souri to upload a forum avatar :) *bows to Souri master* [:)]
quote:Originally posted by inglis
there's an avatar part in your forum profile. cant you just choose it there? (i just figured you had to get to so many posts before you could choose one because it says none in there)
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
with lots of mascara and eyeliner on yes ..why? lol I figured the mascara might scare people so i blur all photos of me, maybe it's obsessive compulsive hahahahah meh and i'm frightfully pale so yeh. I hardly ever wear makeup though but I love putting on seeing what i can do with it lol[8]
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
lol sure thing! [:X][:D] i thought the profile pic was meant to be 100x100 *doh* ah well guess i'll have to leave it jpgy my online journal only allows 100x [:I]
can i make a fool of myself here? well I thought BG2 was awesome and I fell for the evil guy (as per) I got so into that storyline so much so that all i could think about was the irenicus character and how i was dirty on black isle for not letting a seedy forbidden love fest go on for at least one of scenes..oh yeah did i mention i woke up shouting his name........DOES NOT GET ANY MORE SAD THEN THAT BABY!! :) there I said it. [:X]
quote:Originally posted by Souri
If I begin texturing females faces, you can help me if I do any of that 'make up' stuff wrong, ok.. [;)]
//Without order nothing can exist - without chaos nothing can evolve. \(anon)
Modelling for games
Hey guys,
I've recently started modelling for games, using Maya. At the moment, my attempts have been solely for UT2k3 and Static Meshes. Whilst I know pretty much how to build what I want to, what I don't know about it optimising, texturing and scaling.
For one of my UT2k3 meshes, I worked in 1:1 Scale and it was rather large in Maya, I figured some people must be working in a ratio along the lines of 1:4 and then scaling it up. Also when it came to UV mapping, I had more than one texture to cover the mesh, yet in the UnrealEd you can see they only use one texture for their mesh's.
Its these sorts of things I'd like to learn, so I was just wondering if anyone had any tutorials/articles that they know of, so I could read up on them.
Thanks :)
Ah UT2k3 uses 2 textures for their characters
1 head the other body.
As for textures i think for the ut2k3 engine its 1024 x 1024 for body (png format) and 512 x 512 for head also png format i believe.
As for scale easiest way to do it is to import a character mesh and put it next to yours then scale it to fit next to it [8D]
As for optimzing simple. Less poly's the better, unless you animating the mesh. Then you need a little more so that it looks good when animated.
Check out the http://www.sumea.com.au/forum/topic.asp?TOPIC_ID=114 post for stuff about ut2k3 modelling and stuff. It has links and has more info than i could give you [:D]
It is infact ants who are the true rulers of this world!!!
no you wont. Theres an actorX plugin for maya as well. http://unreal.epicgames.com/skeletal/utskelanim.htm . ActorX is the tool to export skeletal animations. As for texturing, I know with max if you have multiple bitmaps assigned you need to use a multi-sub-object material(Which is a material that uses multiple maps) Maya should have somthing like that so try it. With your static meshes, dont be too worried about scale in maya since you can scale it in the editor. Also static meshes support smoothing groups, animated ones dont.
Lead paint: delicious but deadly!
lightmap
g'day
i was wondering if someone could give me a tip on how to create a 'light map' i think it might be called? (3ds max tip preferred)
where, for example, i have radiosity lighting, and i would like the lighting to be permanently on the texture map, as opposed only when its rendered through a 3d modelling prog.
thanks
Modeller or Modeler?
I've always wondered which was the correct way of spelling it. I was a bit afraid of getting it spelt wrong on the site, especially since you see it everywhere from the icon nav, modeller section gfx etc.. Today I am able to relieve my fears somewhat when Google shows 480,000 hits with 'modeller' and only 350,000 hits with 'modeler'.
Thank you, that is all. [:o)]
Well, Word spells it Modeller, but I remember applying for a position where it was spelt with one 'L' and then another double L.
I'd really like to see this resolved. I'm a stickler for good spelling, especially when attacking a potential employer.
Chris Bowden
http://brain.gamekey.com/
Well, as far as my knowledge of english goes (i've only been speaking it ~20 years or so :) ) Modeler would be pronounced "Mod-el-ear" Modeller would be pronounced "Mod-el-er" if that helps. sorry my phoenetics are horrible, but hopefully you get the idea :) In other words, 2 l's is correct.
CYer, Blitz
Okay, just to add to the confusion (yeah, you THOUGHT it was over @;-) I just picked up Paul Steed's Character Modeling in 3DS MAX book. Yep, it's spelt with one L. Not only throughout the book but in it's title.
Perhaps an American spelling?
As an after thought, I just hit Dictionary.com which just may have solved it all:
Modeler
Mod"el*er, n. One who models; hence, a worker in plastic art. [Written also modeller.]
Source: Webster's Revised Unabridged Dictionary, ? 1996, 1998 MICRA, Inc.
Modeler
n : a person who creates models [syn: modeller]
Chris Bowden
http://brain.gamekey.com/
Modeler is Australian/UK English.
Modeller is American English.
Unfortunately, most people don't realise that it is spelt 'modeling', not 'modelling', so that's how you'll see it most of time, hence most people believe this is the way it is spelt. Hell, there have been plenty of times I've been confused and have opted for double l, but Australian English most definitely uses only one l.
Interesting first post, anyway. :)
--Paul
MoCap
Anyone know where i can grab a basic walk cycle mocap bip file by any chance?
Oh btw im doing work experience at catalyst interactive thats why i haven't been working on mod stuff on the off chance any bobdy was wondering [8D]
That which makes us human will inevitably destroy us.
i was in the first AIE dip2 class
anyhows you should be able to knock out a pretty good walk animation without mocap by now :)
Peter Gillespie
www.3dluvr.com/eagor
quote:Originally posted by StrkEagle
anyhows you should be able to knock out a pretty good walk animation without mocap by now :)
Yeah i did
it was being shot from a very long distance away so i just did a basic one which looked fine from that distance but poor up close
That which makes us human will inevitably destroy us.
Try downloading the free motion capture pack from the good people at http://www.madcapstudios.com/ .. I'm not 100% sure if there was a walk cycle in there.. can't remember, but you might get lucky. Download it anyway, because it definately has a VERY useful stretch animation, which everyone should use to stress test their models...
Animating booleans
Does anybody have any info or tuts on animating booleans? This is for movie work, not for a game engine by the way. Its basically for things like stabbing or cutting somthing. Also can booleans be animated on an object that has been physiqued?
Lead paint: delicious but deadly!
Shader Tutorials?
Well with the adoption of shader technology in modern graphics, especially games, will the artists start scripting their own shaders, or will this be a programmer-specific domain still?
And if artists would like to learn shaders, do they have any preference on which shader language they will learn for? Currently there's the good ol' Pixar Renderman which is tried and tested, but probably will only be used for movies still. There's the new HLSL (High-Level Shading Language) that's going to be included with DirectX 9, then there's also the Shading language to be released with OpenGL 2.0. There's also Cg from NVIDIA, which is yet another alternative, together with the (many?) game specific shading languages, such as for Quake3, and possibly Doom3.
So my questions are will artists like to learn any shader languages, which one's they would like to learn, and when? If there's enough support for a particular Shading language I am interested in writing a tutorial or two for this site, including any particular techniques or effects that people would like to see.
I get the feeling that shaders will eventually be handled by artists with more intuitive ways than scripting, and there are steps made that make it seem that it's heading that way.. eg. from http://www.nvidia.com/view.asp?IO=IO_20021112_7023
quote:"Now available, the new 3ds max CgFX Plug-in allows artists to author and visualize content in 3ds max 5 using advanced hardware rendering and the Cg high level language.
The 3ds max CgFX Plug-in brings a whole palette of shaders directly into the authoring software package. Accessible from the Viewport Manager located within the 3ds max Material Editor, DirectX users gain a custom, intuitive GUI featuring real-time effects with sliders and other artist-friendly interfaces."
Request a tut...
Hey guys, I've got a question, I've been meaning to write up some of my knowledge (tutorial or briefs) I've learnt over the years but I'm not really sure where to start (there's enough general polygon and texturing tutorials on the web) so I was wondering what people wanted to know? I can't say I'm the guru on all things art but if there's a topic that people particularly want some help or info on let me know and I'll see what I can do. I have a better then average technical art skill so don't be shy there common make it as technical as possible.
Regards,
Rod.
hmmm lets see
I'm interested in high poly character modeling and especailly setting up character controls to operate everything from hands to eye lids etc.
Also an easy to follow tut on photoshop and how to make concept pics like tariq's or crystal's would be extremely usefull for me
Also do you know how to do "focus" in 3dsmax 4 (or 5 but i haven't really moved on to that yet) so that far away things are blurred but not objects close to camera... actually i think i have an idea. But still do tell.
Bloody hell its a giant harmonica!
quote:Originally posted by Meatex_Salami
Also do you know how to do "focus" in 3dsmax 4 (or 5 but i haven't really moved on to that yet) so that far away things are blurred but not objects close to camera... actually i think i have an idea. But still do tell.
I think you can just doing it using the "depth of field" trick. It's been a while since I used Max so I can't recall off the top of my head. Sorry.
In some ways Id like to see some briefs or challenges. There's a site called 'Pixelation' for 2d sprite artists on the net but they have this cool thing where every Wednesday week they have a new pixel challenge. This challenge tests a different area of skill each week. For example, one week it might be to make a 64X64 pixel sprite animation of someone running, or a simple tile set or maybe even a magical effect. Sometimes the challenges are limited to 4 16 or unlimited colours per sprite.
In Sumea terms, this might be good thing. A low poly challenge where users create a low polygon quake3 character one week (untextured) and the next week, it could be to design a concept sketch for a Samurai game. Challenges can be as broad or as specific as possible and originality is encouraged. For example, no 'big shoulder pads or massive boots on a 3d character that is so often seen.'
What rgreen and souri could do is be the judges and set the challenges for us. The objective isn't to find a winner, but to broaden our skill bases. Perhaps the more complicated nature and time constraints it could be every two weeks.
Thoughts?
If you want to do 64x64 pixel art brief, I can use the results for a hack 'n slash RPG game. [;)].. if you've ever seen Final Fantasy III (or 6) on the SNES, you'll know what kinda art I mean.. 2 or 3 frames, small size.. pretty simple stuff.. it's just a suggestion, btw.. I think some weekly/fortnightly brief/challenge on anything that encourages productivity and offers a bit of fun in the process is definately a cool idea.
Tutorials I'd like to see... "setting up character controls to operate everything from hands to eye lids etc" which Meatex mentioned definately sounds interesting!!! [:)]
I'll do Meatex's request about setting up a character as this would be a good starting point and is quite technical. However I would like to point out that at the moment I'm primarlly a maya artist and as such I'll use that as my platform. I'll try to make sure the general principles come accross so all you'll need to do is translate that information across to your software's way of doing things.
That might be a good idea to find out what software people are using? The concept stuff I'll look at maybe the technical/principle side as it really comes down to your artistic ability. Maybe we could get one of them to do a step by step process?
Rod.
quote:Originally posted by Fluffy CatFood
If you know anything on normal mapping and a full explination on edge loops, that would be a good tut.
The specifics of edge loops aren't really game related, I don't think any games engines support subdivision surfaces real-time yet, however after saying that I see that subdivisions surfaces can still be used to create the 'static' model that the engine renders (just with lower subdivisions then would be used to prerendered stuff). So this is really just a technique to model game assets. In the future, as the in-game engines poly pushing power increases, I'm sure this technique will become more common.
I see that normal mapping (lately seen in the doom3 render) might become an issue for 'mod'ding doom3 but the technique is mainly a programming (in-game engine) procedure (sourced from a quick render from a 3d package or 3rd party app), there is no real special artwork needed (apart from the standard modelling of the source mesh and it's lowres in-game version).
So what I'm trying to say is 'yes' these are valid techniques for game art creation but at the moment I would like to focus on something that's a little more fundamental - however not something that's been rehashed as polygon modelling and uv texturing.
Rod.
Actually from what i've read the Doom3 rendering engine requires that artists create the bumpmaps - or normalmaps - by using another program, notably ID use Lightwave to generate the textures, and from what I've read its quite an involving process. Still it *is* put together in the engine. I suppose we'll know for sure once the game comes out in all its hype and glory.
http://www.boomspeed.com/sorcerorbob/1.jpg
Dan, the simplest answer is to do what works best for you.
Creating an air tight mesh isn't necessary.. If I have faces that'll never get seen on a mesh, I'll get rid of them.
Eye balls - yup, thats a good way of doing it, its good to create the eye socket though.
In the above mesh, I often work with many seperate elements.. Everthing on the left arm are seperate elements, each strap, the boxes on the belt, the head armour, the thigh pads.... Most of it are seperate elements.
Its good to cap these, as they help add weight to the mesh.. But things like the leg straps I used on my model, you can get away without capping. The tubes also, the cap at the end was deleted..
I think I've jabbered on a bit at the end here.. If you need anything explained further, post it up.