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D Shankar

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  1. I would recommend 3ds max / Maya for your game levels. AutoCAD/ArchiCAD series are generally for architects and professional designers (engineering).
  2. So that screenshot is in-game (from an engine) and NOT pre-rendered (in a modelling application), right? Hmm, interesting. Perhaps you should include some more detail to attract people, like texture quality, size of pack etc.
  3. I don't remember if we had a discussion about this, but I think its time weapons get regulated. I was playing a few days ago on the dZb server, and there were about 6 people with bazookas. The # of frags in game (gren + bazooka explosions) was ridiculous, and I was lagging like crazy. I asked if it was the network, but everyone else was doing relatively well(nothing major). So, for people like me with horrible computers, and for people who'd rather not have a bazooka war, maybe it should be limited to 1 per 5 people per team. EDIT: maybe we should also have knifes :P and kill/death counters (aka "double-kill, multi-kill, monster-kill, dominating, god-like" type counters, accompanied with voices) And maybe we should have regenerating health/grenade kits at certain locations (middle of map? mix of KOTH-style).
  4. Good shading on your assignment. To answer your question about magazines, I'd quote Oluseyi: Quote:Original post by Oluseyi Here's a bunch of magazine covers. It's not encyclopedic, and it in particular does not address the illustrative style that was prominent in advertisements (think Rosie the Riveter-style images), but it should help as a starting point. I guess the magazine should be old-style, with people on the cover. I'm pretty busy through Wednesday, so I'll probably post mine on later this week.
  5. The following are some scans from my "portfolio." This is probably my best one, of an alien creature standing on top of a dune, with a desert/dune background. This is a drawing of Confucius that I found in a book. I didn't spend my time on it though. Could, most certainly, be done better. My first and only trial at Manga (quite Americanized, says my Chinese friend). This is a pic of a sailor standing and viewing the Pearl Harbor destruction. Initially, this was just to get sailor clothing done properly, but then it evolved a bit. I think the sailor was done well, but the whole "destruction through out the window" thing wasn't done properly. No one can tell its a.) Pearl Harbor b.) a window. A picture I found in Scientific American, if memory serves. It looked cool, so I thought I'd try drawing it. Everything is decent, except the guy's legs, which is most certainly out of proportion. This was a little concept sketch of some kind of castle/manor/fantasy place. Not finished, but the idea just went away. Regards,
  6. Thanks for creating this; I look forward to participating over the process of this workshop. I have several years of experience in hand-drawing, a year of which was formal. I enjoy drawing, but for the past few years, my efforts have moved to the digital world where I began pixel art. Just less than a year ago, I made the move to 3d art, where I am currently practicing. I'll post a scan of a recent drawing sometime soon. My styles are generally abstract humans and objects/architecture. My drawings tend to be more realistic (compared to say, Anime/Cartoon, or Horror/Fantasy.). Regards, D. "Nex" Shankar Red Winter Studios [Edited by - D Shankar on October 29, 2006 11:43:05 AM]
  7. Thanks for creating this; I look forward to participating over the process of this workshop. I have several years of experience in hand-drawing, a year of which was formal. I enjoy drawing, but for the past few years, my efforts have moved to the digital world where I began pixel art. Just less than a year ago, I made the move to 3d art, where I am currently practicing. I'll post a scan of a recent drawing sometime soon. My styles are generally abstract humans and objects/architecture. My drawings tend to be more realistic (compared to say, Anime/Cartoon, or Horror/Fantasy.). Regards,
  8. Quote:Original post by Jay935 I downloaded Visual C++ 2005 Express. Darn Dial-up. Took me forever. I will be tring out DarkBasic and BlitzBasic later today. I will continue to learn Basic. Then I'll move on to C++. I figure 2 languages would be a little difficult anyways. Since I'm already learning Basic, I'll stick with it. I ask people because I'm kind of wandering in the dark here. Hence the title of the thread. I just needed some advice. Excellent! Seeing that you really aren't geared towards a "hit, next-gen" game, I suggest Blitz3d (uses BlitzBASIC, but allows you to create both 2d and 3d games) which uses DirectX 7. It introduces you to game design/programming, with BASIC (which you know the basics of). Along with the Blitz3d package comes a big tutorial file. It has 2d & 3d tutorials by various developers. It will take you to making asteroid clones, to pong, to small worlds, and even a full FPS. None of them have codes to a full game, but rather parts of it. The FPS example loads up a few models, lighting, textures, and a small world. Blitz3d is probably the best way to go; DarkBASIC can be confusing for the beginner BASIC programmer. Good luck! Oh, and I suggest learning Java after BASIC as well. I felt that C++ was a little too daunting, and Java somehow made sense. The syntax was understandable, and something just clicked. I'm starting small with small "games" like RoboCode. But, if C makes sense to you already, then by all means go ahead! Just don't swamp yourself with both BASIC and C++/any other language, unless you really feel you can do it. For me, syntax from BASIC got mixed with Java, and my Java programs kept messing up (luckly I have books and the Api docs). It's one of those "whatever floats your boat"-kinda things. Regards,
  9. Quote:Original post by Professor420 Your cylinders are far too rounded. If it is a player model, its not detailed enough. The most important, and needless, poly-gobbler you have, though, is this 'edgeloop' idea for environments. Edgeloops are great while you model, and obviously they are a requirement for deformable objects, but for static/nondeformable objects, get rid of edges that define nothing (and I should add, ALL edges should define something on an organic model). I am specifically referring to the 'edgeloops' you carry up from the front and rear of the grip, and the back for the forward-grip. You are adding hundreds of extra polys. I'll look into this edgeloop thing. Quote:Original post by Professor420 1080 polys is not bad... but are those 1080 polygons, or triangles? Triangles are all that matters. Regardless, once you add the stock, and clip, your polies will raise much higher, so remove all you can now. Overall, not bad, just needs some practice, and experience on what works and what doesn't. I haven't made the clip yet, and I don't think I will add a stock to the gun. It is 1080 Polygons, and I don't know how to find out how many tris in Gmax. If you see the pictures below, the cylinders in the body are not very poly consuming. If I remember right, they are only 8 sided. The cylinders for the front-portion, though, are around 10-14 sided. I also used Boolean for a cut. The front cylnders were probably too much. I think the model looks higher-poly than it is because I used smooth modifiers (not mesh smooth-that adds too many polys), and smoothing groups. Nevertheless, I could have easily achieved this same model with about 600 polys. That's why for the SCAR model, I'm using extrusions/scaling to get a similar effect (rather than poly-consuming cylinders). Quote:Original post by Professor420 "If it is a world model (ie, what the enemies carry), it is way too high-poly. "..."However, I don't know what is the norm for shooting games and FPS games, so I could be off." Most likely for a third person shooter. But the Galil will be re-done (probably different gun model/blueprint as well), as I'll probably use .3ds models, not .gmax models. Thanks for the suggestions;
  10. I had a question about detail and where to use polys. Currently, the body (blue) is 138 polys, which is good. The brown, which is detail (see ) of these spike things (hard to describe, sorry, find real-life pix, you'll see what I'm talking about). The brown part (not even complete) is 150 polys. That, imo, is too much. My question: Is it too much detail? Should the rails/spike thing just be textured? One question you're likely to ask is if this is for an FPS/RTS/3PS. The answer is towards a 3PS/RTS.
  11. Hello, I've been working on my modelling for several months now, and the following weapons are two low poly rifles that I have been working on. This isn't all I have done, though. This is a modified Galil, with no rifle butt (because it looked horrible when modelled). I never got around to texturing because it was modelled in GMax. I have no use for this model and will probably release it free sometime down the line. Specs: Modelling: 6 hours Poly: 1080 (low poly) The following is a WIP of the FN SCAR-L. Very low poly. So far, I spent 1/2 hr. Any suggestions, comments etc welcome. [Edited by - D Shankar on October 26, 2006 8:37:29 PM]
  12. Will do; but what other theory must I study? I'm studying modelling theory from credible artists and some books/videos. Anyways, there is a few weapon models I'd like to show, but one of them is a Gmax file. Is there any solution for rendering gmax models? I'm trying to find Plasma because Gmax can export to .p3d. I would really appreciate a solution for gmax exports, because I basically wasted ~6 hours otherwise (other than the obvious practice benefits).
  13. Quote:Original post by Jarrod1937 i can tell from your comments that you haven't taken the professor's or my advice, learn your theory. We'll, actually I did, but I haven't gotten around to texturing or lighting. Back from Professor's post on a quesiton I had months ago: Quote:Original post by Professor420 Anyway, I suggest that you go to www.3dtotal.com or some other site and go through a bunch of tutorials. Basically you are asking us to help you on your first or so model, you have something specific in mind and you're asking us how to make it. First, learn the fundamentals of modelling, of your 3d program, get some research for design, and in a month come back to the model with the skills you've learned. Also, forget about lighting and texturing for the time being. There are a couple good books on lighting for CG, but its basically no different from lighting for film or anything like that. Texturing is going to be difficult (I'd say impossible) without any artistic training and studying (formal or self-taught), but you definately can't begin your road to texturing having bypassed the art and design and fundamental/traditional aspects of it. I've been using many 3dtotal tutorials to learn more about modelling and small scenes. I've been looking at a shop scene by Juan Sequier for quite awhile to see different modelling techniques (like deformation). As the professor suggested, I decided to ignore texturing and lighting. I used a few tutorials on lighting, and one on texturing on the rare occasion when I wanted to see my model more clearly. But really, the texturing part took me more time than I spent on modelling. But it varied with the two projects I used textures in (a gun and a knife). If you look at my profile and find the initial nuke launcher that I made months ago (which, yes, sucked), and look at a render of my latest gun, I have clearly improved in my modelling skills; but the texturing is still left aside. I worked on lighting in a church scene and a small room a few months ago. The church scene render is also in my nuke launcher thread. I didn't spend that much time on lighting in the church scene (2 hours maybe? modelling just over an hour) ... The professor suggested several books on lighting, texturing and rendering ([digital] series), but I never bought them (yet) becuase I'm not at the level to focus on that. Therefore, I think my time scales were fine, for a beginner that follows modelling techniques from books, videos etc, and uses the rare tutorial on texturing and lighting when the need arrives. I'm just following what was suggested to me; I haven't reached the texturing or lighting level yet. Seeing that myintkt (thread starter) is also a beginner, the proportions would probably fit him for awhile.
  14. Well the only reason my time scales were lower than Jarrod's (even though my stuff might not be that great), is that I modelled in low poly. I modelled a weapon (800 polys, another 1080 poly) a few weeks ago, and total time take to model was 3 hours. Unwrap, texture in photoshop what not took me 4 hours (I'm not very good at texturing). As for lighting and animation, yes that is far off, but this is all very dependent on what project one is working on. Whether its a small room render, or a little object, to a massive level, time scales vary by huge proportions.
  15. Well, I've taken VB, and C++ isn't the best course to take after it. Structure in VB is just a feeler into the programming world. C++ and Object-Orienteed programming is probably your biggest hurdle. If you're interested in game design, start small with BlitzBASIC (this is from my experience), or DarkBASIC if you prefer Dx9 (I suggest BlitzBASIC because it has far better documentation/tuts). Progressively learn other languages, like C++ (I chose Java, and studied C on the side). Game design with BASIC is fun and good enough for a beginner. Don't step into game design with C++ until you're pretty good with it. Just my advice -