supesfan

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About supesfan

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  1. Starting out in 3d

    As it was mentioned above more than once, you do not need to have a sketch. There are different ways to approach modeling a character but it is very important to at least have a reference image so you can more easily nail the anatomy of your character. I would suggest learning how to import reference images into your viewport so you can transform your shapes as needed more accurately. I am sure you can find a tutorial on how to do that. Just don't forget the rule of three, to place three edge loops around all of your characters joints and on the laugh lines on the face. Other wise when animating your character the topology will tear.
  2. I wanted to share with other people some of my recent experiences this past year in my learning path. If you are a person who desperately wants to learn game design, then this is a post you should read. I remember only about a year ago I was posting on these very forums, and others like it with questions like "How do you design a game?" or "Where should I start if I want to learn  how to develop Games?" or  " I have this awesome Idea about a game that I dreamed of, How do I design it?!"   Of course maybe your questions have varied somewhat but the similarities are that they are "noob" questions. Simply put, you don't even know enough about games to even frame the right questions so people can lead you in the right direction, and that can be very frustrating. There were many times where I wished somebody would just kind of lay out a learning path for me, because knowledge is power right? At least then you can go in the right direction. Anyway, without ranting on, what I wanted to do was lay out a learning path for any "noobs" out there who just don't know where to start. So instead of having to scower the internet for fragments of information you can find everything you need to get started right here:   1. purchase a subscription at digitaltutors.com. Google the website and you will find it. Don't be afraid of the fact that I said "purchase". They do have a trial period (which you should take advantage of first) but the website truly is amazing. It has thousands of video tutorials made by professionals on every aspect of game design. It covers Modeling, Sculpting, Rigging, Animating, Creating Textures and more. It also covers a lot of different 3d applications such as Maya, 3DS Max, Z Brush, MudBox, Cinema 4D, MotionBuilder and more. It also covers using different game engines like CryEngine, UDK, UE 4 and Unity. Honestly there is an overwhelming amount of things you can learn from this website.    2. Purchase and read the book "Digital Modeling" by William Vaughan.    3.Purchase and read the book "The Art of Game design: A book of lenses"   4.Purchase and read the book "Game Engine Architecture" This book is somewhat advanced. If you have a background in computer sciences then that will help. Otherwise I recommend previewing the book before buying it to make sure you don't buy it prematurely, that is before you learn enough to comprehend everything in the book. It is very helpful in the long run however and if you plan on working with any game engines then I would recommend investing in it at some point.   5. At some point introduce yourself to programming principles, it will help you. In any game you design you will need to know how to program. Exactly what language you will need to know? Well that all depends on a lot of different variables (no pun intended). What type of game it will be? Will it be a flash game built to run on a browser, or will it require a more powerful program like a game engine? That could be the difference of having to learn Java or a whole array of other languages like C++ (for CryEngine or UE 4), or Unreal Script for the UDK. Lie I said, that will be a decision you will have to make when you actually require it. In the mean time a simple tutorial (or a book) on programming principles would suffice in the meantime.       5. Practice, Practice, Practice! game design is fun, entertaining and rewarding but do not be mistaken; it is a lot of work. I am not trying to discourage anybody but you need to realize this now. Whether you plan on working for a game design company or going independent and developing your own games, it will take a lot of consistent work and practice to get your skills up to par.   This List is simply a good way to get you started. It by no means covers everything. On the contrary, this will only only help you get started, but it will help you build a good foundation to get a better grasp on the more advanced things.   I know some people are probably looking for a cheaper solution. One that does not involve buying books, and a subscription service. However please consider that if you wanted a degree in media and art design for the entertainment  and game design industry, you will have fork out up to $80,000 on average for that bachelors degree.    In the past year I have been able to utilize the resources I mentioned above to go from not having the slightest idea of how the game design process works, to designing complex characters, weapons and props. Everyday I spend at least a few hours learning new design techniques, and practicing by implementing them to my own projects.   I am not bragging, I am excited by the progress I have made. I am simply posting this because I know what it is like to not know how to get started and how frustrating it can be and I want to encourage people by showing them how to get started down a learning path. I do not claim to be a "know it all", but I have learned a lot and if anybody needs help with anything please let me know. i am very familiar with Maya, ZBrush, Photoshop and CryEngine.      
  3. I need some tips please...

    Those are some great questions thaumaturge, definitely sparks some creative ideas. The game will be fast paced and the player will most likely take om armies of enemies. Like i said before, starting with a story does help me develop gameplay concepts and mechanics. I guess you could do it either way though. Right now I am just developing some mechanics so I can test them out in an engine. I'll keep you guys posted with some pics a long the way. Thanks for your comments!
  4. Hello world,   I have always thought it best practice to run by my game concepts on the forums. I think I have a good basis on an awesome game concept but the ideas really need to be developed. First just a little backstory:   (The good guys) year is 2500, and mankind is at war with some kind of enemy. In an epic clash between cruisers the good guys are almost all defeated. Everyone except the flagship, which is forced to retreat. The ship is damaged beyond repair and in a desperate move they crash land on a nearby planet. They crash on a planet used primarily for mining. After crashing, a team of specialist all come together to develop a strategy for survival and retaliation. An engineer proposes a last ditch effort in designing a suit that harnesses the power of the reactor core in the ship. The suit's exoskeleton would be made from some of the ship's hull (the exterior armor plating), metal that is surprisingly light but incredibly resilient to anything short of a large explosive. The suit will be energized by the ship's reactor core, which is converted into a form of energy that the suit can contain. The suit will most likely be worn by a marine who will be a main character.    This is where I get lost though...what exactly can the suit do on the basis that it can harness this incredible power?    My goal is to make gameplay fast paced and in the 3rd person view....but that is all I have right now.   Some thoughts I had where that the suit would enable you too move incredibly fast because it harnesses some of the energy that was used to move ships at light speed.    That's all I have though...please be honest with me if the idea stinks I am open to criticism. I am also careful not too turn this into a knock off iron man suit, or the chief's armor in Halo. I would like to create something that could in theory capitalize on both iron man and the mjolnir armor. But like I said, if you think it is a dead end please let me know.
  5. Designing from the ground up.

    You make a good point. You do not want to go too far into production without any documentation too guide you. At some point you will end up doing work for nothing. However,  you don't want to spend too much time developing concepts. Honestly man it depends on who you are and what your abilities are. If you are familiar with 3D design, 3D applications and programming then maybe it isn't such a bad thing to throw together a quick game just to test out your concepts. It's a balance. However if you aren't learned enough to test your ideas out right away then it probably doesn't hurt to spend more time documenting things and developing concepts. However be warned that there is something called "analysis paralysis". This is where you spend ALL of your time theorizing all of your game concepts and ideas, and not actually designing them. Eventually your ideas need to come to life so you can tell what is good and what isn't. There is a difference between something that looks good "on paper" and something looks good on the screen. You will never know that difference until you test it out.    The best thing to do in any kind of production environment is too develop some goals and a schedule to help you stay organized, motivated and most importantly; actually designing something.
  6. The 10 week-course about Game Design

    Hey dude thanks for the link.
  7. Hello, I am not a complete beginner, but I am not skilled enough to model a Lion. I have found other tutorials on modeling quadrepeds but they haven't helped much. Can somebody please point me in the right direction?
  8. Cool Gun Ideas!?

    Wow dude I like those, especially the swimmer, and the flower idea is great too. Thanks for your input. 
  9. Cool Gun Ideas!?

    Hello, I am making some cool guns for a funny zombie game. One gun is a piranhas Gun where you fire a horde of piranhas at your tarets and they shred them to pieces. Another is a singularity gun, where you fire a grenade like canister that implodes on impact sucking everything in it's radius into a black hole! Another gun is a mini nuke gun! Yay! Anyways these are my only ideas ao far and i was wondering if some of you creative gamers out there could give me some ideas. Thanks!
  10. Jetpack idea...

    Havent developed the idea entirely but I think it will be used beyond objects in proximity. After all it wouldn't be much of a jet pack otherwise...but the grapple idea will be at the core of it's use. Otherwise player can fly in short bursts. Thanks for your input.
  11. Jetpack idea...

    Hi, I am working on an idea for a first person shooter I would like to make. One of my ideas is to include a jet pack where if you are close enough to a building ledge or something similar you can fly to it and pull yourself up. If I did this it would be to create an interesting way for the player to mix up gameplay style and strategy, and also to evade attacks. Do you guys like this idea, does it sound like fun or should I not include it?
  12. Story vs Gameplay...

    I have heard it said before that if gameplay is the meat of the game. Then the story should be the salt, just enough will add flavor but too much can ruin everything and kill you. I read that in a book. As a gamer myself I understand what he means. Often times a game that holds my attention for weeks on end is a game with great and fun gameplay. However their are some exceptions. One game that comes to mind right away is the Metal Gear Solid series. I often buy the next game in the series just to continue following the story. There is good gameplay as well, but for me all in all it is the story that captures me. I guess what I am trying to say is...is story everything? Personally as someone who is setting out to design their first game my preference is to minimize story and focus on gameplay. I want to include just enough story so the gameplay makes sense and that is it. One of the challenges I am facing is that I cannot make cinematic quality cutscense in a game. Rather if I am going to develop a story throughout my game I would have to use a different method to tell a narrative. Which is my biggest reason for wanting to focus more on gameplay than on story. What are your guys opinion on the matter, and can you think of different ways to tell a story outside of using cutscenes?
  13. Hi, I was just wondering how do you go about making your buildings breakable in CryEngine 3. I am designing some castles and other medieval type buildings to go with it and i wanted to create the effect that when a catapult slings a rock at it, it smashes a hole in the wall.
  14. books on animation?

    Great idea. That should help a lot.
  15. Building new PC...

    Alright thanks for the tips. I am still shopping around for the right card. So far it seems there are better options than the Quadro and Firepro Series in gaming cards anyways.