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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Today, 06:28 PM

#5312131 Blender keyboard input

Posted by on 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. 




#5311995 Blender keyboard input

Posted by on 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.




#5311978 correct modeling for game developement (poly count)

Posted by on 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.




#5311799 correct modeling for game developement (poly count)

Posted by on 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.




#5311367 Why do most people recommend Python

Posted by on 19 September 2016 - 03:21 AM

Why Python of all others? Just because it's "easy"???

Yes, python only takes about a week to learn for a programmer or  a month for a newcomer.

 

It's a stepping stone to other languages as it helps understand classes, branches and cases.

You would be surprised how few people understand the concepts of health bars in games, python quickly teaches these kinds of basics.

 

It's also a fast language in the sense that making things happen takes a lot less code than Java or C.

 

I use Python all the time for quick tests and prototypes, Gimp and Blender also allow python coding; allowing even inexperienced coders to take advantage of advantage features.

 

If you only plan on making small games or If you are new to programming and want to learn the basics, python is a good choice. Experienced programmers can just spend a weak on it and add Python to the list of languages they know.

 

 

The main reason I believe it's popular is because it's the free language, that is so many of the free software uses it that people using these software automatically learn Python; that and it's user friendly.




#5311320 GoldSRC to Unreal engine

Posted by on 18 September 2016 - 04:08 PM

It helps when you don't abbreviate every thing, to make it clear what you are asking.

 

My ideia is to make cs 1.6 mechanicly the same in unreal engine. Only the visuals change. Is it possible? How?

 

Considering that Counter strike is a simple game, with basic rules and you want to visually change it; make new assets and program the game in unreal.

 

Just importing the models from cs, isn't going to work. The models are lower poly than this generation models, the textures where made for the old specular work flow (that uses 3 textures to make metal instead of one) and the models where made to work with the source engine; best to make all the art starting over from the beginning.

You could just import all the art, however it will look no better than in source and some could look worse because of the changes in the engines.

 

 

cs has very simple game play, that is why it's managed to remain one of the top FPS games, as it depends more on player skill than game mechanics to win a game.

You should start by learning how to load a character into Unreal and how the AI works, then study the gun mechanics of cs as it's the core mechanic in combat.

 

You can't use the code from Source because Unreal is a completely different engine.

The only way to do it would be to understand exactly what the code in Source is attempting to do and then to replicate the code in Unreal; so translating from Source to Unreal by fully understanding both engines.

 

 

Honestly it would be better and easier just to make your own Counter strike from scratch.




#5310993 How many RAM on VDS server I need setup, then my fb game will support 1000 on...

Posted by on 15 September 2016 - 04:22 PM

Between one mb of ram and infinity.

That is the broad answer for your broad question.

 

You know how AAA games can have all that great graphics and over a hundred enemies on screen running at 60fps on your PC, then a indie game with only one enemy and bad graphics runs on the same PC at 12fps? 

This is the same thing.

 

How much RAM you need depends on so many factors that there is no way of knowing, your skill as a programmer will greatly influence the amount needed.

 

The last server I used had 1GB RAM, it hosted for 14 players and 17 bots(Spam bots) with no signs of significant loss of ram and was stable at 316 mb - 342 mb and most of this wasn't the players, it was just the game running. Spikes reached as high as 602 mb not even lasting 10 milliseconds.

 

I think it was 17 bots, although the freelance programmer I hired to write the defense said it was more like two or three, with the same bot spamming different products.




#5310969 How much money do you make with your games?

Posted by on 15 September 2016 - 01:39 PM

My latest game is making me around -$200, that with out factoring my living expenses and I am a 3D modeler and animator so I only pay for sound. However I am only a hobbyist developer and don't make games for money.

 

Which games are now better to do?   In Russia on mobile phones next mobile game is best thing sadovnik.mobi . In USA and Europe these mobile games is popular?

 

If you plan on making money mobile is the best platform, because people that work have money and not much time so casual games do very well in the market.

Making games for money is a bad choice unless you love making games and struggling.

 

Sales show PC games are leading in the market at the moment, it's also the easiest to make.

 

The problem with games is, the amount of money they make drops exponentially. The top game can be making billions and number two on the list is only making millions, number 10 on the list is only making hundreds of thousands.

 

The lower you go the less the games earn, with most games make less money than a Fast food cook.




#5310562 Spine: TopDown Characters?

Posted by on 13 September 2016 - 03:32 AM

True, most of the animations I can find from it is a side view, however if it can make those animations there is noting that will stop it from making top down animations.

All you will need is some top-down art and a artist who knows how to animated it, giving it a try yourself isn't a bad idea.

 

Spline has a free, trail. I will always recommend using the trail to see if it fits your needs.

 

 

Alternate software would be Blender, it's a free 3D modeling software that can do any kind of animation if you know how. Because it's 3D it's easy to get different angles.

If you can't make the art yourself find an artist that can.




#5310357 Is Infinity Good Design?

Posted by on 11 September 2016 - 12:34 PM

The largest problem with the infinite design is that because of the inconsistency it's difficult for players to care about the world.

 

An example is the loot system you see in a lot of MMO-RPGs.

Each weapon is generated using a code, names are based on the random stats of the weapons, because of this there is no unique items or any reason to care about the weapons, players just equip the strongest weapon and move on.

 

To counter this, item sets are made, these items allow players to match their gear with their playing style, it also gets players to care about the loot that is dropped.

 

In dungeon crawlers levels have a theme that changes every now and again to give players a sense of progress and to serve as a kind of land mark. They will also often include set pieces that can be found only on the designated levels; Diablo is a good example.

 

Games like Don't starve do the same thing in there own way, the Pig king is a constant on most maps that players can use as a landmark.

 

 

Making a infinite game just because you can is a bad idea, it takes a lot of planing to make these games good.




#5310237 How Important is Concept Art?

Posted by on 10 September 2016 - 07:09 AM

Do even basic awful sketches help people more when modeling without any team members? My sketches aren't usually very good and the amount of time it would take for me to make a good sketch would be very long. So far I've made a sketch once for modeling armor as I had no clue what I was doing.

 

Yes even badly drawn concept helps, it gives you a better idea of what you are doing and helps you get started.

Any thing that makes you feel like you are making progress is a good thing. Also switching from modeling to drawing is a nice change of pace.

 

Bad drawings help the most in decorative designs, patterns and other details only need a rough shape.

Here is one of my own rejected concepts for the model I am making.

UE3jvOx.png

 

This design was to messy and over powered the design, this drawing only took a minute to make and scrap, just think how bad it would have been if I modeled it only to realize it was a bad design.

 

Most 3D modelers won't share there concept with clients, because a lot of it is this bad.




#5310176 Does NDA really work?

Posted by on 09 September 2016 - 05:43 PM

To me NDA doesn't seem to worth as much as people make it to be , what do you think? 
 

 

Most NDA agreements actually work because the content creators don't want to upset the client and potential clients.

 

I don't know how it is with other artist, I think it's the same, for a 3D modeler reputation is every thing. If word gets around that a 3D artist doesn't stick to the NDA agreement they can expect to loose almost all their regular clients.

Un-trusting clients are also more willing to hire artist who have proven to stick to non-disclosure agreements.

 

However there is a large down side to NDA agreements for clients.

Content creators will often reject a project just because it has a NDA agreement attached, because most of the time it means that if the project fails, all the content created can't be used or shown to any one.

If the project failed because of a lack of funding it can happen that the creators don't get fully compensated for their time, they can't even sell what they made to earn back the money.

Having large gaps in a resume can also be bad, although most clients will provide proof that you worked for them in that time.

 

 

The thing to remember is to be very clear on what is expected from the NDA, broad NDAs will be rejected.

 

Most people will stick to the NDA, only a large sum of money could tempt them to break it and if there is money involved you can take them to court.

A NDA is as useful and as strong as any signed contract.




#5310055 Computer understands your text and is able to speak back

Posted by on 08 September 2016 - 07:07 PM

Whoa, I know I've been dismissive lately focusing on the suggestion to include punctuation but I'm disagreeing with this forum exclusively. Sorry about my stubbiness this does hinder me sometimes. With more focus on the main thing I'm against, I want to attempt to teach my AI to understand without punctuation. thank you all for this suggestion, and other bit of info that will contribute to my research.

 

Ignoring punctuation is just plain silly, what could you achieve by doing so?

 

Like I mentioned before, punctuation is important because it gives us similar abilities to speech.

 

No punctuation:

NPC: Hi what do you like

Player: I like cooking cats and my friends

 

Punctuation:

NPC: Hi, what do you like?

Player: I like cooking, cats and my friends.

 

Notice how the punctuation changed both the meaning and the character of the words.

 

When talking we can say a list of objects and the other person will understand because of the tempo and pauses, when we write there is only a constant tempo so we need indicators of what is going on.

 

The only way not to use punctuation, is to use speech, that I wouldn't recommend starting with if this is your first AI.

Even with all the companies using speech speech recognition software, there still isn't one that can understand every person that speaks to it.




#5309973 Online Portfolio Design

Posted by on 08 September 2016 - 10:42 AM

The layout looks good and clean, you are wasting some space on the right that you can use for descriptions.

 

The problem I think you have is that there isn't any thing visually stunning. You are competing in a heavy saturated market and will need some thing to hook clients.

Most of your skills don't really have a visual element to show, however people will judge based on looks. I recommend getting a 3D artist to help with that helicopter.




#5309601 Computer understands your text and is able to speak back

Posted by on 05 September 2016 - 11:37 PM

Because we as human don't say "question mark" or "period" at the end of a sentence.

Some language do in fact have a verbal question mark in there speech. The end of the sentence is the period.

 

Punctuation is an attempt to give written words the same complexity as speech. In English when you ask a question the pitch, tempo and pronunciation changes.

When making a AI like this it helps to start with text, because it's already a form of data and easier to translate and has less rules.

 

Jake, Jake? Jake!

That is an actual sentence, that you can hear in your head because of punctuation.

 

If that's what you're aiming for, that's fine: such a system is extremely easy to build and extremely easy to extend. It's just entirely inflexible and most likely won't make anybody think you've got a clever AI under there. If you want something more complex, be prepared for a lot of work trying to understand the context and structure of sentences. Including punctuation and prior input (a "short term memory" of sorts).
 
 
I have to agree with Petrie here, I used python a while back to make an AI that could respond to people. The speech part was harder as you had to translate waves and because it was so complex the AI responding to text worked better.





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