Jump to content

  • Log In with Google      Sign In   
  • Create Account

Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Today, 03:28 AM

Posts I've Made

In Topic: Blender keyboard input

23 September 2016 - 10:04 AM

I remember how hard it was for me when I started Blender.

Blender is designed as a small and powerful 3D modeling tool, that is why it doesn't have as many pre-made resources and is so small to download. Sticking with it's theme Blender is designed to be all about the 3D model and the 3D modeler.

 

After using Blender for a few years, you will mostly be modeling in a screen like this.

oKn51tw.png

Just hover your mouse on the 3D screen and press Ctrl-Up , this is Blender with the training wheels removed, it's designed to use as little menus as possible; instead you will use gestures and shortcut keys.

 

First Undo is basic Ctrl-Z, Redo is Ctrl-Shift-Z. For the undo history it's : Ctrl-Alt-Z, when you make a change you will lose any thing above that history.

xnEjocx.png

Next is Repeat, to repeat the last action use Shift-R. For a repeat history use F3-key.

 

Last is the most powerful tool in the history, the Redo Tool. The redo tool will allow you to change the last action made.

It can be found in the lower left corner or by using the F6-key.

s7CEMEk.png

 

Combining the Redo with the Repeat command will allow you to create lots of different things from the same bases.

 

The redo command can also be used to change things you just added into the scene, for example if you add a circle you can use the redo to change it's vertex count.

 

 

I assume it's my fault for assuming I could jump straight in the deep end with my knowledge of 3ds max.

A lot of how 3ds Max works will differ greatly from Blender, that is because in Max the interface is part of the workflow, in Blender the interface is in the way.

I know it's strange, however Blender will allow you to do things much faster and will make it feel like you are effecting the model directly.

 

The only down side to Blender is that it doesn't have spline modeling in the way Max does, there are people working on it however spline modeling depends a lot on layers and the interface, so it clashes with the way Blender was made.

However there is hope, some of the projects look promising and adapts spline modeling to Blender's style. 


In Topic: correct modeling for game developement (poly count)

23 September 2016 - 08:57 AM

Isn't "best art software" a pretty subjective quality? I wouldn't call a difference in opinions to be a lie

True maybe it was a bit harsh, however the gap between 3ds Max and any other software is so large at the moment that not recognizing it is just denial.

Also I am a bit mad at Maya, there was a brief moment in it's peak that it rivaled Max, now it's just slipping.


In Topic: Blender keyboard input

22 September 2016 - 05:28 PM

I realize that 3ds is better, but I really want to use blender, because I like supporting open and free. This seems like basic functionality, is there something that I am missing here?

Yes, there is still a lot you are missing here. When it comes to modeling Blender is as good as 3ds Max or even better.

Pleased to see you putting some effort in learning.

 

In Blender press the N-Key to bring up the transform menu, or pull on the small plus tab on the upper right. This will reveal the transform tab. 

ZzmXJwd.png

 

You should then see the transform properties, if you don't: scroll up the Transform menu by hovering the mouse pointer over it and rolling the mouse wheel, the properties are at the top.

Jwf5rRp.png

 

Here you can manually type in the properties, the properties are fixed and based on the world, so typing 10 into the X value of location will set your object at (10,0,0) in the world.

To move relative just type in +x or -x: that is if you type +10 after the original value the object will move that much. (10+2,0,0) = (12,0,0)

 

To change the same value for more than one object, type in the value and then Hold the Alt-key when hitting Enter or Left-Clicking the mouse to confirm the change.

The Alt-key works for any property that the object share.

doOrBfF.png

 

The system is smart so when using Metric or Imperial units, you can type +10cm to move 10cm; it also doesn't matter witch one you use Blender will accept all measurements.

If however you use Blender Units or None you will get an error when you type +10cm.

 

If the Metric or Imperial units is on, and you use the widget, you can then use the =-key(equal sign-key) to activate smart mode, while transforming to type in 10cm and move 10cm.

To snap object to the Grid, hold down the Ctrl-key this will force your model to transform relative to the grid.

 

Double tapping the G-key in Edit mode will activate edge slide.

Double tapping the R-key in object or Edit mode or Object mode will activate Trackball.

Using S key to scale, you can use Shift-key + Axis to exclude it from scaling. "S Shift+X 2" will scale in the Y and Z axis.

 

I hope this helps, feel free to ask any questions related to Blender, no matter how small.

 

When I look at the blender forums, some people actually suggest that you don't do precision transforms by keyboard input, but rather wing it by using the mouse. This seems preposterous. While a lot of artistic work can be done by "eyeing it", how am I supposed to stuff like structures this way?

They probably meant that in Blender object are made relative to the grid or it's own proportions, this is done by design as it's the most common way of working for 3D modelers.

There isn't really any "eyeing it", if I wanted a cube that was ten meters long and eight meters high I would hold the Ctrl-key -> G-key to grab and move an edge ten meters on the X axis then move it eight meters on the Z axis.

 

This way is faster and just as precise as typing values.

 

I recommend starting here: https://www.blender.org/manual/

Blender hides it's tools, you will need to find them.

 

And watching some beginner tutorials just to see how Blender works.

If you are a experienced artist look for Blender Crash courses.


In Topic: correct modeling for game developement (poly count)

22 September 2016 - 03:35 PM

but I heard that the animation section from maya is better.

The person who said it is a lair or a Maya user who is familiar with it's controls and not with Max.

 

Max is the best 3D software around, maybe over priced however it's still the best.

Maya has better rigging tools, however most of these will only matter to the most advanced animation artist. The extra animation tools Maya offers isn't that useful, most of them are intended for rare animations.

 

In other words when it comes to animation Maya is flashy and at first looks more impressive, when you start producing you will ignore most of Maya's tools for animation.

The largest down side to Maya is how it's falling behind in 3D modeling; it reminds me of the path Cinema 4D took.

 

However it doesn't mean you shouldn't give Maya a chance.

 

I just want to know if it’s okay to use 3ds max and zbrush for modeling and use the created models then in maya to rig and animate them.

 

The problems with this is that it will confuse you (the shortcuts and controls differ greatly between these) and it will be expensive if you start selling your work. Also remember that you will also be adding two or three 2D software for textures to your workflow.

 

The advantage of this kind of workflow is that it will give you a chance to experience more software and will help you settle on the software you plan on using. You should give all 3D software a try, especially because they have free trails or licenses.Some great 3D software like Blender is completely free.

 

 

If you plan on using the best software for each job you will have a difficulty time, it's best to use what you feel comfortable with, remember software is only a tool it won't do the work for you.


In Topic: correct modeling for game developement (poly count)

21 September 2016 - 12:35 PM

Start with a simple base model and low polys to get the base shape and topology of the object right. Add/subdivide as many polys as you need, to get as much detail as you want on the model with the sculpting tools. Create some sort of map (sorry don’t know much of the names yet) of the high poly model, and then bake (whatever that means) that map onto the low poly model of that object.

That is one way to do it, however some times your final and base model looks nothing alike, at this point you will build a lower poly model around the high poly model; this is known as retopology.

 

Another question that I have is: How many polys is actually low poly?

Yes like many things in game development it depends.

 

For unreal the max batch limit, that is the amount of polygons a single mesh can be, is 64 000 triangles; Unity is +/- 52 000. What happens when you load in a object larger than this is that it will be one object with more than one mesh.

 

The amount of meshes you can have on screen at a time is decided by OpenGL or DirectX (DirectX can have up to 50 more) and your graphics card. The amount for the mid range PC is 300-350 at the moment.

That means that Unreal can render up to 22400 triangles of static meshes with the basic shader, on screen and keep above 60 frames per second, on a mid range PC.

 

If 22400 triangles sound low then consider that the mid range screen size is 1600*900, that is about one polygon for each 64 pixels on screen.

 

Another question I asked myself as I was learning from videos and courses. Sometimes when I watch someone build an environment scene in a game engine like Unreal, Unity or Cry, they use two different approaches or a mix of them. One group works with a lot of building blocks like single walls to build a whole house, or single head sized stones to build a small wall out of them. Or they use models of single wood planks, stick them together and build a wood wall/roof/floor like this. Other people just have the whole thing modeled beforehand in a modeling software and just insert the whole building to the scene.

This depends on how the assets where made.

 

Set pieces are things like walls and doors, they are things that will appear in the scene multiple times. Set pieces work like Lego blocks, your level designer gets a bunch of them and then builds every thing from them.

 

This has some huge performance benefits and production benefits. This is also the preferred way of working in Unreal as unreal uses instances, meaning that if you made one crate or made a create out of 10 pieces of wood instances it will have the same performance. 

This is because unreal batches draw calls based on materials, that however means that if each piece of wood had it's own material they would be more costly- than one crate with one material- if they didn't shared the same material.

 

You will want to lookup "Environment creation for games" to understand how set pieces work.

 

The single object approach is used when making a piece that will only appear at one point in the game, these are usually key game elements.

Because these kind of models use special textures only meant for them, it's harder to reuse the resources and you would need more models and textures to make scenes.

The upside to using this technique is that the object can have more details and will look more real than one assembled from other model parts.

 

 

Fallout 4 allows players to use the set pieces to build, the difference is that the level designer isn't bound by the same rules as the players.

 

edit: Most Tutorials are focused on a single model, a key piece. Most courses are based around a set, because they have more time.

A full set takes a weak on average to make.


PARTNERS