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Shadownami92

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  1. What has your workflow been for UV Unwrapping? Where are a few decently faster means of unwrapping a model. One would be to use the free program called Roadkill. The other way is just to use Pelt Mapping. They are pretty similar, just highlight the edges you wish to be the edges of each flattened part of the model and then let the program do the rest. Then just touch it up with minor changes and your set. You can probably use google or youtube for any examples or tutorials on the exact specifics. And if that is not enough for you in terms of speed you could always look into other specific programs for UV Unrwapping.
  2. Quote:Original post by Katie Texture mapping used to be expensive -- filling solid polys was much cheaper. Nowadays, texturing is (basically) almost free. And yes, faffing about enabling/disabling textures is a pain. So the artists just texture all the surfaces. In addition, freeing the surface colours like this means that you can use the vertex colours for other things -- baked lighting perhaps or dynamic bloodying/dirtying. Actually texture mapping isn't free, as a matter of fact lots of times with the newer game engines the texture sheets actually take more of a toll than higher poly counts. Nowadays you will find that models won't generally have any parts of it that are just a basic plain color. Lots of other times it's because different map types shader the same uv coordinance. So while the diffuse map might seem plain, the normal map won't be so that the game model will look smoother.
  3. It is an interesting concept, but it really is an easy game to get fed up at. You lose if your minerals run off the sides, you lose if the wrong colors touch each-other. You can only lift up a mineral so high for a certain amount of time. And if you try to push it too hard it sometimes flies out of bounds and you have to start over. There is just too many ways to lose in such a small level for such a small reward I think.
  4. The free Truespace is hardly optimized and Blender 2.5 has an improved and customizable interface. Honestly I would say that if you want something for free. Go with Blender. It's got tons of tutorials and it's rigging and modeling tools are easy to use. And all of the more in depth tools are also included. It has sculpting tools, decent exporters and importers. Good rigging tools, good particle effects and hair which can be used for cinematics. Overall I actually might switch to Blender sometime soon because it actually looks pretty nice. As of now I've mostly been a 3ds max modeler and also a Maya modeler. But it really seems like too much money to spend on considering how you have to pay to renew your liscence annually. I think a good set up would be to start with Blender. When you get the hang of that you can use other free tools such as xnormal for normal map baking and the UDK for shader building and displaying and testing models. Overall I just say that you should go with Blender, it's really improved over the years.
  5. The survey is worded pretty strange. It seems as if you bundle 2 or 3 questions into each category and I don't really see any sort of questions that deal with writing. When I think of game design, I generally think of the creation of the game design document. This is words and diagrams most of the time and concept art is bundled with it, but even those concepts usually spawn from something written in the game document. I would say that game design isn't something you can say an artist would be good with, rather than someone who can create or design a good game by means of knowing what you want, how you want it and being able to use creativity along with the knowledge of technical aspects and limitations to design the overall game. If you have the skills for level design, then you are a level designer, and your designs will generally be created by using the previously made and broader game design as reference. But is a level designer technically a game designer? Maybe however if you argue that they are because they must be able to make the game enjoyable my using space well that would fit the gameplay, your really just saying that your trying to make a level that is built around the limitations and specifications given to you that tell you exactly how the space is expected to be used for a certain type of gameplay. At least that's how I see the position of game designer. Overall a game designer's skills don't have to be in being able to use space well or artistic ability. But rather creativity as well as knowledge of the subject and being able to organize it in a manner that other game developers of different types can easily understand what your asking for and start to make the game document reality. Of course it does help if the game designer also fits into another job because then they can help give actual examples of what they were thinking of for the game design. Honestly I think that while it may be easy to find a good artist, musician or programmer. It's actually somewhat hard to find a good game designer that can organize a well made game document and really come up with something...well, well designed.
  6. This sounds slightly like the game Doshin the Giant. But I think that game was more about making villagers love or hate you rather than you actually help them develope their village. Nice idea though!
  7. Such effects are pretty easy to get, either in a 3d software program (Blender is free, you could try using that.) If you really wanted to you could use Windows Movie Maker or Adobe Premiere for the test. Or you could do all of it in AfterEffects which is probably the way most people would do something like that for an intro. However AfterEffects and Premiere are a bit on the expensive side. If you don't want to burn a hole in your wallet I would say you could get similar stuff just by using blender and maybe use movie maker.
  8. Basically just look for a tutorial on baking your normal map in 3ds max. It usually works a lot better than making one in zbrush. Make sure you have your uvs set up on the low poly first though and that it lines up with your hi poly model. Most artists will make a retopologized model with either a retopo plugin for their favorite 3d application or use something like Topogun or another specialized piece of software. This way the model will match perfectly with the highpoly model. If your high poly model is too big for 3ds max, try to use the Decimation master to lower its poly count without removing any details and then try importing it into max. Once you have your normal map on your model you can generate an AO map which you will most likely combine with your diffuse map. (You can usually do this in max or something like Faogen.)
  9. For the portrait display you might want to make it easier to see the person in the portrait, right now it's a little hard to see with the blurring on the border.
  10. Another cool thing about 3d programs is the basics are still the same. No matter what program your using, good topology is always the same. So if you learn the tools you could look at basic tutorials for the other programs and just translate it from the tool of that program to the tools of the program you decide to go with.
  11. Do I need to understand French to play this game?
  12. You know, when I heard cyberpunk I was thinking of something super dark and grey. I'm loving the warm hues you have in your coor pallette. It's really easy on the eyes. This really does look fantastic. I hope the rest of the game is as good as it looks!
  13. Wait so you said your practicing with splines? I sure hope your not trying to make game models using NURBS. Here is a good site with tutorials for game modeling in 3ds max. http://poopinmymouth.com/tutorial/tutorial.htm Now I know splines can be used for some purposes. But I remember the first training tutorials that came with 3ds max started with NURBS and messed me up until I saw some online tutorials that make a lot of sense. And while a background in art is good you don't have to be good at drawing to be good with 3d modeling, it helps, but I would be lieing if I said that I haven't seen amazing 3d models come from people who aren't very good at drawing. Just like anything else practice makes perfect. Studying anatomy will help with making characters and once you get the basics of using the controls and tools you can go into the deeper stuff like edge flow and whatnot. Also about the comments for Blender, the main issue people seem to have with it is the interface, 3ds max is very similar to most other 3d modeling programs. But with the upcoming version of Blender the interface will be a lot more friendly. So if 3ds max doesn't work out and you don't want to waste money on the license to use it you can always practice with Blender for free whenever you need to.
  14. Side Scrolling Katamari, roll your ball and when it hits stuff it gets bigger, then you can use it as stairs, pull it in half and play balancing games with weighted platforms and whatnot. Call it Marsh mellow Madness xD
  15. Im more of an nvidia person myself but heres what it comes down for me. Ati usually has better graphic cards for cheaper. But nvidia is pretty nice, for deving if your doing the 3d art and whatnot the nvidia Quadros are really nice ones. It's really built for gaming but for working with the software. Of course it's not too bad for gaming either. But for graphics cards, if you know you aren't going to go crazy with the graphics of what your developing then you don't need the strongest graphics card out there. I'm pretty well off with a single nvidia geforce 9600. But in reality for the art portion I would say memory and a good processor are more important.