• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      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.

Archived

This topic is now archived and is closed to further replies.

Syntax

Low-polygon Modeling. - Help

2 posts in this topic

Okay, I have been making some low-polygon models, and quite frankly they suck, for two reason mostly. 1) my modeling skill need improving, 2) I need a better grasp of 3d Studio max. I have been to a few tutorial sites, and all they provide is making objects starting out with cylinders and cubes..I wish to create the models, literally polygon-at-a-time. Now comes the question.. Does anybody here know any tutorials that show a person how to create a single face (which i can do) and start building off of that...any help would be appreciated... E-mail with questions, comments, and retorts.
InvalidSyntax@icqmail.com
0

Share this post


Link to post
Share on other sites
Hey, i did a little of that "poly-at-time" a while ago, but finally ended up with the "start-with-the-damn-box" theory, since its pretty damn much easier, however, you still need something to begin with right? (some part of the character body), so use a box as a head for you char, and build the faces from it (or use the 3dsmax face extrude function (wich is great)).

If you still want a totally non boxrelated character in the end, just delete the box, cap the hole(s) and build it up again with your own faces.

I guess this didnt help you and yours quest for tutorials out very much, but hey, im just human =)

In my opinion the "polay-at-time" idea is pretty to succed
with, i''d advise you to start with an object (like a box)



0

Share this post


Link to post
Share on other sites
argh...damn script...well, however, start with the box, and build your way "out" of the character.

Ok, im getting pretty confused myself, but what im trying to say is that its easier to make an object (ex. box) and start with...hmm...well...since my english skills are pretty limited i hope you atleast understand my point.


0

Share this post


Link to post
Share on other sites