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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Apr 26 2016 09:16 AM

#5286362 Game concept

Posted by Scouting Ninja on 11 April 2016 - 02:04 PM


Shooter McGuy is a grizzled veteran of the Ubiquitous Space Marines, Shooting Division. Aliens have invaded! Shooter must don his space suit and do what he does best in order to save the galaxy. After years in retirement he must attempt to match up at least 3 of the same color of gem in a row, in order to destroy those gems and make room for the ever-falling cascade of gems from above. He can destroy special gems in order to gain access to combos and score additional points.

 

I admit, I would play this.




#5284803 Allegorithmic Substance for Non-Artist, Tools for Amping up Graphics?

Posted by Scouting Ninja on 02 April 2016 - 05:33 PM


You however, have to already have created the HLSL via Substance Designer.

Didn't even think of this. If you made a HLSL shader with Substance and had a way to communicate with it then you should be able to use it in real time.




#5284787 Allegorithmic Substance for Non-Artist, Tools for Amping up Graphics?

Posted by Scouting Ninja on 02 April 2016 - 03:20 PM


You said the cost of Substance is too high... It's only 299 for a perpetual license for the pack, or $19.90 a month. You say the simple solution is to hire an artist. Sure that might be the simplest thing to do (and I wish I could do that), but that would definitely cost more than 20 bucks a month. Not really a helpful response I'm afraid. 
It's because either your going to hire a artist or you will be buying Substance software for the next four to six years while you learn 3D modeling.
 
Substance doesn't work out of the box.
The model needs to be made for Substance. A metal pipe could be easy, just use Substance to make the material and use it. However what about a Shoe?
With a shoe you will need complex textures and for this you will need actual texturing experience, this takes a long time to learn and daily practice.
You could also use more than one material, however this will be expensive performance wise.
Quixel and Substance create what is know as a texture base, it's a starting point for texturing.
 
Even a badly made pipe wouldn't work with Substance as the textures would stretch and differ.
 
The time you spend learning will be expensive or you will hire a artist who already learned all these and more. It really will be easier and cheaper to hire an artist.
Besides foreign artist like my self work for a lower fee than most, dollars is just worth a lot more to us.
 

That might be the realist thing to say, but it could be extremely discouraging to some. It's like telling someone to only do things they know how to do, and not to expand their skills. This might not be what you meant, but it's kind of the way it came off. To your credit, you did mention that you don't need great graphics for a game, and that the story could pull it through. 
 
Feel free to experiment, that's how you learn. Just don't Throw money at it expecting something to happen.
Before ever buying Substance look at software like Blender and see if it can fill your needs.
 
In the end my opinion doesn't matter it's your choice, just don't make a game focused on something you don't have some experience in, focus the game on some thing you care about.
It's not that I am trying to be mean. It's just that if you make a game focused around a field you don't know about, it isn't only going to be hard, your going to hate every moment of it.
 

I hope this doesn't come off as hostile
Don't worry about it. A live as a artist has thought me the value of criticism, feel free to express yourself, just don't do any thing to get banned.
 

I guess the thing that sticks out most for me when it comes to Substance is the ability to create varied versions of the same texture, and to manipulate those textures through code at runtime. While I know materials in Unity can be manipulated at runtime, it seems to be much more cumbersome and less robust. This is also a capability that UBER seems to offer (at least the modification of a wide range of parameters at runtime). Am I wrong in my understanding that these things can't easily be accomplished with Unity's standard shader? 
 
Substance's ability to edit in real time is for the editor only, if you make a packaged game Substance's libraries doesn't pack with it, otherwise you would be giving every person a free version of Substance.
I don't know if UBER allows for this, I have never used it.
 
Have you used the Substance trail and some free models, to see if it works the way you want?



#5284619 Allegorithmic Substance for Non-Artist, Tools for Amping up Graphics?

Posted by Scouting Ninja on 01 April 2016 - 09:52 AM


Using free 3d assets from the Asset Store and Turbo Squid, etc (only if they're high quality and fit the game)

I am going to say there is almost no chance of finding a high quality model, that fits your game and is free.

Free models tend to be low quality, the kind of thing a training 3D artist makes then puts on the web for free, knowing they will never have a use for it.

 

I do freelancing work on the side and a lot of that work is fixing free or bought models to be used in specific games. Some of these models look good, that is until you attempt to unwrap or use them.

Even ready to use 3D models need adjustments.

 


Like I've said: I'm not an artist. I really like the way that Allegorithmic's substances look, as well as the ability to modify/animate them at runtime. However, based on what I've seen so far (at least in the tutorials), it seems tailored mostly to 3D artists generating textures and maps for specific models. I would want to use it primarily for environmental purposes (terrains, walls, floors, rocks) and for creating effects (accumulative snowfall, etc).

This is like buying a private jet to go to the supermarket.

Allegorithmic like Quixel is a useful addition to a 3D artist workflow, it helps speedup and improve texturing. It isn't a tool I would recommend starting with, there is a lot you need to know before you will be able to really use it.

 

The price is the second reason to abandon this, even the indie license is expensive for a single game. If you where a artist who used it frequently then it will be worth it.

There is a very simple solution for your problems, just hire a artist.

 

 

If you aren't skilled at art and don't have a team, then maybe a walking simulator isn't the way to go for you. Make a game that complements your own skills, if that skill is story telling then make a walking simulator that focuses on that.

You don't need good graphics to make a good game, look at Dwarf Fortress.




#5283569 Critique of my Art

Posted by Scouting Ninja on 26 March 2016 - 09:43 AM


Do you mean the guns are really detailed or the nose of the Havoc? I realize the wings are a bit lacking in detail.
 
The guns are over detailed when compared to the rest, it looks like you started with the guns then got bored and rushed the rest.
 
Think of detail as a gradient. You want smooth parts to guide they eye to more detail, the detail should increase fluently.
Just google 3D space ships and you will see a lot of ships that use much less detail and still deliver a high quality model.
 
A simple way to fix this, is to plan your models.
 

Which bump map, out of curiosity? There's one on the fuselage, one for the main wings, the engines, and one for the horizontal stabilizers/elevator. There's also one for the nose.
With out looking at the textures I am going to say the noise, the bumps on the wing. No land born craft will ever have bumps like that, it would ruin aerodynamics.
 
The fact that you are using this kind of filler shows you are aware that the wing needs more detail, search real wings and copy it.
 

That's for fixing an error in Unity 3d: they won't render if they are just faces, so I thickened them up a bit.
What I meant it was to thin. It is thick enough  to register a draw call, yet is only a pixel large from the front, your just wasting performance.
 
 
Tip of the day:
WMMqP6m.png
 
To fill empty space you can use clippings. 3D clippings the filler of choice, for professional modelers.
 
 


I'm using Maya and I'm not too sure how to add more details to the wings.
Have you given Blender a try?



#5283289 Critique of my Art

Posted by Scouting Ninja on 24 March 2016 - 06:41 PM

Clear form, easy to see what it is.

Attractive shapes, easy on the eyes.

 

It's a clear 3D model, not great, however a good foundation to work with.

 

Now the criticism:

 

First is your detail distribution, both the textures and the mesh.

You have large flat wings and tiny over detailed guns. The same problem with textures your wings have large camo spots, and the smaller wings have smaller camo spots.

When making textures you need to match the texel density.

 

Your bump map looks like a error, instead of a useful texture. I think the model would look better if you just removed it.

 

 

Overall not bad for a beginner, you are on the right track.

Why are the small wings attached to the main wings a polygon thick?

 

Quick Tip:

RNZwzWb.png

 

Learn to up step circles, it helps to keep the detail constant and is a large part of controlling topology.

Most 3D modelers prefer base 4, it helps to keep quads.

Precision modelers and engineers base 3. Some thing to do with dividing a circle in equal parts?




#5281750 My building stages

Posted by Scouting Ninja on 17 March 2016 - 03:55 PM


One of my game graphics which is old (the finished stage) but I had to make its stages. I lost somewhere the original file or just cant find it because of many variations. What I found didnt fit, the render settings are different and made most of the stuff combining existing renderend images and few new renders.

Looks good, can't notice it.

Don't fret over these kind of things, a game takes a lot of art, if you worry about everything you will never finish.

Consider how important a part is to the game and divide your time amongst them. If you don't have a deadline give yourself one, a artist with no deadline is just procrastinating.

 


Do you think I could add or change something?

Shadow where it touching the ground, at the moment it blends to smooth.

You can just copy the image, turn it black, blur it and move it down one or two pixels.




#5281150 picture to texture workflow (especially to height map) ?

Posted by Scouting Ninja on 13 March 2016 - 07:40 PM

kburkhart84  has a good point, this post http://www.gamedev.net/topic/665118-my-3d-textures/ show one of the widely used methods of making textures.

This is modeling and baking textures.

 

However there is also other ways of doing it.

 

You can turn a photo into a black and white image, then using mask and level tools in photoshop or gimp to make the height map.

 

You can also lay down the photo as a base, then using photoshop or gimp you can add a layer on top and draw on it. Your first layer will be full white, here you will draw all the highest details. Next layer will be darker with lower details.

 

There are many ways to make height maps, all you need to know is that white is the highest point and black the lowest and you can make them yourself.

There is also a lot of software that will convert for you, however the results are average at best.

 

If you need me to show some of the steps just ask.




#5278760 free top down sprites fortan action game

Posted by Scouting Ninja on 29 February 2016 - 06:04 PM

A simple trick is to download a 3D modeling software, then download free 3D assets. Next you render a image of the 3D model, then using Gimp, Krita or photoshop you draw over the rendered images on a new layer.

 

Some people see this as cheating, honestly I have seen professional concept artist do the same.

It also has the advantage of keeping the art style constant, unlike using free 2D art from the online sites.




#5278197 Cylinder Texturing

Posted by Scouting Ninja on 25 February 2016 - 05:23 PM

There are different ways to unwrap a cylinder, if you show us a image of how you unwrapped it we can show you how to improve.

 

The easiest way to unwrap a cylinder is to same way you learned to in math. Just cut a line on one side and remove the top and bottom.

 

Here is a quick Blender example of what I mean:

DqzebXo.png




#5276668 Can i make a 3d form in blender for my manga art drawn in paper ? and how ?

Posted by Scouting Ninja on 18 February 2016 - 02:50 PM

Gian-Reto's has a good point, this isn't a small topic with simple answers. However I will be able to give you some advice for modeling anime/ manga characters.

 

First you need working knowledge of the human anatomy. I recommend finding a good book on the subject, one with photos not drawn images.

You will notice by studding manga and anime that the closeup shots reveal a lot of anatomy details while far away shots have almost none. This is done by the artist drawing in details when they are needed.

In 3D modeling details can't be added in just when ever you want, it needs to be added during the modeling stage. For this reason a lot of anime 3D models opt to use very simple anatomy and just keeps the camera far from the characters. There is noting wrong with this style and I will recommend it for your first models.

 

The face of the anime/ manga style models are the key to a good model. You will need to lookup the "superflat" and "minimalist" art styles to have a better understanding of how the faces work.

A quick explanation is that by only showing small expressive details they allow the viewer to fabricate the rest of the facial details.

 

 

For modeling I recommend you start with some thing like this: https://www.youtube.com/watch?v=7Xd_Obl3tkU It has a lot of topology flaws but is a good starting point.

Next move on to this: https://www.youtube.com/watch?v=bN-GnqSKCgU

 

This is also good free tutorial: https://www.youtube.com/watch?v=F1CTfis1TEg, this is fine when starting out with 3D.

The style of modeling the artist uses is very 2D, as he works on one side at a time, almost like drawing. When you get more advanced with 3D modeling you will abandon this for a 3D style, where you work on all the dimensions at the same time.

 

For references don't use anime or manga do model on, instead use them as scale and style references. The problem with anime and manga is that the side view and front view don't match up, they look similar till you star using them to model. Instead use photos of real people or images made for 3D modeling.

 

If you want some 3D examples of anime/ manga style models, you should check .mmd models. There is a lot of good ones for download and importers for Blender.

 

Even making simple models like this can take years to learn, if you don't have that time hire a artist instead.

If time doesn't matter then have fun, 3D modeling is a rewarding skill.




#5268510 how to show picture in this forum

Posted by Scouting Ninja on 30 December 2015 - 01:31 PM

Upload your image to Imgur, Imgur will give you a link that you can paste.

The link is the image and is a BBcode link for forums.

 

uIG6PdD.png

 

[tag]http://i.imgur.com/uIG6PdD.png[/tag] copy this and replace tag with img to see how it works.




#5268018 The Best Ideas for a first game?

Posted by Scouting Ninja on 26 December 2015 - 06:50 AM

A really good first game to make is a match 3 game, like bejeweled.

Any engine can make these, simpler is better, so I would recommend Panda 3D if it's still around. Unity or Unreal will also work.

Blender also has a small game engine inside that can make games like these.

Making this kind of game will teach you what it takes to make a game from start to finish.

If you want to use 3D, you can use simple primitives for match 3 games. Loading even simple 3D primitives will teach you allot about 3D graphics, then once your game is working you can start making more complex models to replace the primitives.

 

Remember that 3D modeling, art design, game development, sound design and programming are all specialized fields; to be good even in one of these you will have to spend years learning.

I advice focusing on what you can do and make a game with it, hire or buy what you need.

 

 

A good and fast way to learn 3D modeling is to exchange models with other artist, working on other peoples game projects is also a good way to learn.




#5267805 Where do you find your artist?

Posted by Scouting Ninja on 24 December 2015 - 11:40 AM


I found my 2D and 3D artists advertising on bunch of sites (reddit r/gamedevclassifieds, tigsource, gamedev, craigslist, facebook Gamedev groups, twitter etc)

Never thought of using social sites like reddit or twitter.

I have used craigslist before, however I find it's mostly app clone or architectural work.

 

The largest problem I can see with social sites is that, for the client, it will be hard to judge the quality of the artist.

With that said portfolio sites are not much better, as artist will spend weeks on a single portfolio image and only days on a actual product.




#5267567 mapping clarifications help?

Posted by Scouting Ninja on 22 December 2015 - 05:54 PM

OK, this is going to take some explanation. I am a 3D artist and will be explaining from my view point.
All textures can be considered maps, working with the UV map to tell the shader how each pixel should react.
 
Diffuse map. Think of this texture as not only the color of the object but also how light scatters over the object.
If you textured a persons hand you would have a brighter spot on the palm, to give a impression of a elevated surface.
 
Albedo map(PBR). With the new PBR shaders the Albedo replaces the diffuse map, think of this texture as the color only information. The engine it'self will work out the light information.
If you textured a hand the texture would have the different colors skin is made of, some veins and skin defects. There should however be only minimal shading information on this texture. No sharp shadows at all.
 
Bump map/ Height map/ Displacement map. A gray scale image that shows the height of each pixel. These can work with the shader to mimic lighting or to effect the mesh, creating extra detail.
 
Normal map. A blueish texture, that stores the X,Y,Z value of a normal into the R,G,B channels of a pixel. Similar to a height map, however much more powerful because of the information stored.
Normal maps can be made from height maps or "Baked" from high poly meshes. Normal maps can also be drawn, however this isn't recommended.
 
Specular map. This is how shiny a surface is, lights should create a white spot on the material based on this texture. With the new PBR materials this also has a effect on the reflectiveness of a material.
Specular maps are mostly gray scale, for metal and other special surfaces you will want to use a colored specular map.
 
Metal map. Mostly replaces the specular in the new PBR materials. This is a gray scale image that maps how metallic the given pixel is, it also has a large impact on reflectivity.
 
Gloss map. This texture maps how much light scatters before reflecting off a material. On the old shader this just blurs the specular spot, for BPR materials it blurs all reflections and effects the diffuse light.
So, yes this is how polished the material is. Useless with out a specular or metal input.
 
Ambient occlusion map. A simple explanation is that it checks how near objects are, then darkens the texture to mimic light scatter.If you have two objects touching, it will draw that point as a black spot. 
It's a good and fast way to mimic light scatter. The AO map can be added or multiplied into a diffuse texture, 3D artist do this all the time.
 
Emissive map. With the old shaders this is the part that won't be shaded, with the new shaders this can act as a light.
 
Cavity map. Depends on what software you use. Mostly it's just a small detail bump map or a sensitive AO map, some software will use it to store vertices into a texture.
 
Shadow map/ Light map. A static shadow on the object.
 
Enviroment map/ Cube map. A capture of the environment used as a fake or real time reflection on objects.
 
Fresnel map. A 1D texture used for a fake Fresnel effect(Peach fuzz). A 2D texture can be used.
 
These are quick explanations, I could write a book on each of these textures and still fail to explain them. If you want a more detailed explanation I could show some of the textures in use.
There could also be custom maps used by the shaders.
 

 


I've read in multiple sources that the gloss map black/white is how large/little the light appears. In other words, how... polished the surface is?
Plastic and metal are both very shiny, so both will have a bright specular map, so if you wanted the player to see that some parts of a object is plastic and others are metal you would use a gloss map.
Plastic is usually smooth so it will have a bright gloss map, metal is often scratched and scatters light so it will have a darker gloss map.
 
Edit:
I had some time so I made a quick example of how Specular/ Gloss maps work.
 
BrfaNZ5.png
 
On the far left is the default material, no specular map or gloss map.
In the middle is the same model with a specular map only.
Last uses a color specular with a gloss map, it clearly shows the different materials the object is made from.
 
This is a very quick example, with more effort it could be a good 3D model.





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