A Comprehensive Look at Hard Surface Modeling and Texturing for Video Games:
A Comprehensive Look at Hard Surface Modeling for Video Games (by roosterMAP):
This video is aimed for people who are already familiar with basic modeling in 3DS Max and are looking to learn about the pipeline environment artists use in the industry. We will go through high/low poly modeling, unwrapping, and baking. This tutorial could also be helpful to advanced 3D Artists seeking to further there skills by observing another artists work structure. By the end of this tutorial, users should be familiar with the Environment Art pipeline and should be ready to tackle more advanced modeling jobs.
link can be found here(modeling): http://vimeo.com/11052708
link can be found here(texturing): http://vimeo.com/11100774
length: about 2hrs
level required: intermediate
next tut will cover several texturing techniques.
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
I'm assuming you were the one who made it, cool accent :D
Great work thanks :D (gonna watch it tomorrow probably).
Is it possible to download vimeo videos, so I can watch it in stages?
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
Quote:
Originally Posted by
Limited
Is it possible to download vimeo videos, so I can watch it in stages?
Yes, but you need to make an account on Vimeo.
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
Moved to tutorials,
Thanks for sharing this here. I'll definitely watch it, and I'm looking forward to seeing stuff about texturing. I never really got a good grasp on that.
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
Quote:
Originally Posted by
Saggy
Yes, but you need to make an account on Vimeo.
Ah, I used Orbit and it grabbed the mp4 being played.
I have a few questions, how do you nudge the vertices, WITHOUT using the mouse/gizmo?
You use like different objects to build up parts of model, like you just added that bit that isnt in the concept but you just did it for looks, this is like at 9:40. You have the like end of poly sticking through the other polygon. Is that good practice? Doesnt that break like the guides within the game engine?
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
Quote:
Originally Posted by
Limited
Ah, I used Orbit and it grabbed the mp4 being played.
You use like different objects to build up parts of model, like you just added that bit that isnt in the concept but you just did it for looks, this is like at 9:40. You have the like end of poly sticking through the other polygon. Is that good practice? Doesnt that break like the guides within the game engine?
No because the object he is modeling is not collision geometry. When making collision geometry for an object, you would want to avoid that. The only reason that halo bitches at you for problems like this on BSP is because the engine builds the collision and render geometry from the same geometry. (If that makes sense) Most modern game engines can generate collision automatically based on the general shape of the render geometry. Its not exact but most of the time it will get the job done. However, sometimes it does require the use of unique collision models.
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
Oh okay, makes sense. Makes modeling a ton easier then.
Adding support edges, it stops the turbosmooth messing up the edges. You put at least 2 edges, (one either side) of the edge. How do you know if you need at add more? Some parts had a TON of supporting edges.
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
for every main edge, you should have one support edge on either side. THis is something that takes a lot of practise to get used to. here is a tut that WILL help you: http://vimeo.com/10941211
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
I think you could've acted a bit more like it was a tutorial. To me, it just seemed like you were going through your workflow. What if someone doesn't know anything about supporting edges? It seemed like a great time to explain it once you started doing it--the boring comment and whistling should've been replaced with an explanation. Also, I wouldn't recommend eating while making a tutorial.
Re: [TUT] A Comprehensive Look at Hard Surface Modeling for Video Games:
u make some good points. however, covering the very basics of subdivision was something i expected users to know. However, I am taking your crit, and am working hard to make the next tutorial seem more professional.
*me eating shouldnt bother you
*i shouldnt have whistles or said the "boring" comment.
*this is my first tut. next one will be better.