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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Spartanx Maya Blender

My Model

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Hello everyone let me introduce myself my name is Marco are an Italian aspiring graphic 3d and I made this my first 3d models I wanted to know what you think thanks

 

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I see a lot of enthusiasm with giving shape to many things. smile.png

 

Some things I notice:

 

Remember to check your model in every direction even if you work mainly with one view. Do this by making use of Blenders keypad shortcuts: 7 for top view, 1 for front view and 3 for side view. Keypad 5 toggles between perspective and orthographic modes, both are important. Ortho for technical inspection: are things in line / out of line as they should. Perspective for artistic: are the masses and proportions in order.

 

I can tell you use subsurf modifier a lot in organic modeling. That is OK and even mandatory in most cases but remember to disable the modifier every once in a while and check your model without it. Most of the errors you get with subsurf modifier you can actually fix easiest by disabling the modifier then making it look better and re-enabling the modifier. A model that looks unclean/rough without subsurf will look unclean/rough with subsurf!

 

But for (optimal) game use it is mandatory to freeze your subsurf sooner or later. That is because subsurf always creates 4x the polycount you can actually use to define your model. In other words with subsurf the 3/4ths of the polygons go into smoothing and that is not optimal. Good real time models make use of every polygon to show smaller definition such as muscles and creases.

 

Not all edges are supposed to be smooth even in organic models. The last thing you want to make with real time models is add creasing with another edge loop. You should check the Edge Split modifier and sharp edges (universally called smoothing groups) which will help you make your model look as intended with smaller polycount. Also check edge crease tool for reflecting edge roundness better with subsurf modifier.

 

Keep up with it, the world needs more 3D modelers smile.png

Edited by ShadowFlar3
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