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About StrangeFate

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  1. High Detail Models

    You're correct. It doesn't really matter where you make the hipoly model, it's not going anywhere. You just bake the normalmap from it. We pretty much all here use ZBrush for our hipoly models at work. Some things are done faster as SubD in a normal 3d app of choice, and some things are done better in ZBrush, doesn't matter. 1-3 weeks for a hipoly character model is right, usually you can do the lowpoly and all maps in those 3 weeks too.
  2. 3D Art in General

    1) Best way to find out is to google up some game companies hiring and see what fields they have and what skills you need for them. What's harder to learn etc it's all so bloody relative. You can expand into any category (2d texturing/3d modeling/3d animation) but it's usually better to be good at 1, rather than mediocre at everything. Being able to UVmap and texture your models is for sure more than recommended. I wouldn't jump into animation unless you really really like it, it's a fulltime job by itself. 2) It's very easy to get experience, there's tons of game mods being done all the time starving for help, also, most games nowadays come with editors and are easy to mod, just help yourself. There's plenty of literature online, on how to get things into any game and tons of game related modeling and texturing tutorials and articles. 3) See above. 4) Go to drawing classes, sit outside and do life drawing, read related books (drawing on the right side of the brain etc). Drawing is the base for all texturing and modeling. If you have a solid art backround with good sense for anatomy and shapes you can do anything. Modelling apps are just tools, they're easy to learn and all your knowledge will translate perfectly.
  3. Advice from concept artists?

    Well, your art education doesn't really matter. It's hard to judge code by looking at it, so education is quite a thing there, but for any art related positions... we just want to see your work, it's all about the portfolio and your personality. 'Realistic' renderings isn't the whole deal tho, realism is the leading trend nowadays, but there's enough room and need in the industry for different styles. Now, if we had two equaly talented and cool guys to pick from, we'd of course take the one with better art education... or the youngest, since after a few years they'd look like 80 anyway.
  4. There is no proper way to do it, all tools and plugins will give you a useless topology that will be wrongly deformed and can't be animated properly. If you have the hires mesh it should be easy to model the lowpoly version using it as guide.
  5. Noob polycount questions

    For games always tris Keeping a clean topology for deformations is still important, or even more, since every polygon counts. I'd still recommend to work in quads (easier and cleaner flow), tripple at the end and then optimize and tweak if needed to the needed polycount.
  6. Tris vs. quads

    When modeling for games, you model in whatever way works best for you. I'd say most if not all of us work mainly with quads, it's a lot easier to get a clean topology. If you can solve something with a tri and save a poly, you just build a tri instead of a quad. Working with quads doesn't mean that you won't use tris, if a tri is all you need in that spot. You convert to tris when done and manually go over the trippled mesh and spin tris that didn't tripple in a decent way. You can do the UVs before trippling (less polygons to move around) and just tripple the areas necessary to get the seams the way you want. That's the most common and standard way to build game models.
  7. Most realistic body model?

    Sure it was done, like 10 years ago it was i think ? The guy was frozen, sliced and scanned in like that. Thought everyone had seen related materials by now.
  8. Artists that know programming?

    Then maybe you should learn how to apply it. There's no point in arguing whether knowing more is better or not, it _always_ is. Knowing a lot about cars won't obviously make you a better cook, it also won't make you smarter of course. The knowledge and 'wisdoms' in most fields can be applied to other fields that affect your life tho. When life gets more complicated, anything you know might help one way or another, sooner or later. And if it's just to impress girls in conversations, most don't like football.
  9. Artists that know programming?

    In the game industry, if that's what you're looking at, you don't need to know programming as an artist. Programmers can't do any sort of art either and they still are the ones that write our engines. If you mainly want to make particle effects and other engine candy then some scripting helps, but then again, depending where you work and what engine is used there, the script language and approach is going to be different. Whatever you learn in your freetime is unlikely going to be of use in the future. Understanding how scripting works however, should help. As a 2D or 3D artist you don't need any coding knowledge. Being able to use both halfs of the brain to work within whatever is required, is enough. Obviously 'knowing more is always better', knowing more about art will help you more tho.
  10. Problem texturing a dwarf

    I guess you're using 2 textures, 1 for the character another one for the axe. You need to assign the axe a different material/surface (name depends of 3d app but they all work the same). There you can specify to use a different texture for the axe. Alternatively you can fit everything on 1 texture and just make sure the axe UV doesnt overlap the character UV.
  11. SoftImage XSI Foundation

    Sure you can, you can create HL2 quality models with pretty much any 3d package, free or not. For low poly models, they're all more or less equally confortable too. It comes down to what you do with it (practice practice etc).
  12. How to make simple poly models more detailed?

    Adding polygonal detail is done the same way you model the rest of the axe... you add more polygons and position them how you want them. You can either subdivide/meshsmooth the whole model or the areas you want to add more detail to, although both methods are quite 'dirty' approaches. Ideally you will add the polygons you want with a knife tool or whatever your 3D app offers to cut/add edges to polygons. This will keep a mesh clean that's much easier to work with, be it for further modeling, UVmapping/texturing or whatever.
  13. Question about polygon count

    Discussed to death It's the polygon count you have in view that matters, the engine and the amount of unique objects. The more you repeat/reuse the same objects/spaceships, the faster. Same for the textures, provided your engine cashes meshes loading them only once (intancing). That said, the UT2k3/2k4 characters have around 2500-3500 polygons as example and don't even have LOD. With all the terrain added etc you often have around 50k polygons in view. Now, if all you have is space, some rocks and 3000polygon spaceships, you'll have more resources available than normal FPS since you barely have any terrain or level geometry. Every texture and shader causes a new redraw of a model. Have a moedl with 2 textures, the model will have to be redrawn twice. The raw numbers in Ademan's linked test are good to compare video cards (even tho there's more than just fillrates that makes up a video card) but those numbers are completely useless for game development.
  14. Best Way to Model?

    Point modelling is really quite unefficient. Box modelling is the most used technique, you should be able to google for tuts, there should be lots. The problem with dots is that you will need the images in the backround of the object you're modelling. You can live with that if you're modeling cars and such but it should be problematic if you want to model something out of your head (Fantasy/SciFi stuff or whatever you can't find blueprints for). Quote:Call me weird, but I prefer connecting the dots . What if you had to model something complex, like a car, for instance? Wouldn't you want to put it in the background of your modeller and plot its points? Take this pic from a tutorial, for instance: Bad tutorial, you would usually do cars with splines/patches, having the lines flow correctly in all views, in that tutorial you just get a flat 2d side of the car. I'd google for better tutorials. Box modeling is not necessarily the best choice for cars and other objects with smooth round surfaces, you'll be better off with splines/patches there. For anything else, box modeling should be the fastest and easiest way to go.
  15. Bump Mapping??

    Halo2, like FarCry, battlefield Vietnam, HL2 etc uses normalmaps for the more important things in the game (characters, vehicles, important static meshes), not for the whole game. That's why Doom3 is still the first fully normalmapped game that uses them consistently for everything. Halo2 is a good example to compair Photoshop made normalmaps versus hipoly baked normalmaps like Doom3 has. While pretty much everything you can do with the PS plugin is fake some bevelled lines and holes (like the Warthog and chief have all over), generating the normalmaps from hipoly models lets you fake complex geometry (everything in doom3).