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About Giuno

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  1. Hello everybody, I have a Question about 2D Pixel Art Games. (English is not my native language sorry) I love Pixel Art and games made with it, so i was thinking about digging a bit deeper into this subject and make a small game with this art style. Nothing special, just a simple prototype-like game. As i was thinking about it and looking through some Youtube videos for some inspiration and help i came across a problem and i don't seem to find a solution for that problem - er maybe i don't like the solutions that came into my mind. It’s, as the title says, about changing visuals of the player character. So i get that right, that, if i would like to change the upper armor part of the character, i would need to have every single animation for that character redone with that new upper armor part? If i have an idle animation of 5 frames and have 5 different upper body clothing choices, i would need to make that same idle animation 5 times, which means 25 different frames? Not to mention, that if i make the game isometric, i would need that same idle animation 3 times? 1x left right which would be mirrored i guess. 1x facing up and 1x facing down? Is this the only way for Pixel Art games? or are there any tricks/tools i don't know about?
  2. Thanks for your immense help!   I guess I will start with 3ds max, since it has more courses that interest me. And in the future I will try Maya and decide for myself which software suits me best.   have a nice day everyone!
  3. Extremely helpful answers once again, you’re making my life a whole easier =) thank you all so much.   That leaves me with one last question, at least for a few days.   Since I have a pluralsight membership, I get a lot of my education from there at this moment. A lot of the courses there, which interest me, use 3ds max, but I heard that the animation section from maya is better. I don’t want to start a debate if that statement is true or not, I just want to know if it’s okay to use 3ds max and zbrush for modeling and use the created models then in maya to rig and animate them.   Is this a viable practice, or rather unpractical because of all the different software which is being used? Is it better to pick 3ds max or maya instead of using them both? Or is it irrelevant?   Thanks again for your immense help!
  4. I can’t thank you enough, this was so unbelievable helpful to me!   So to recap. If I want to create the environment of two small villages, which were build close to each other in the actual game world, I should use a set of reusable models, since the villages would use similar architectural designs and materials. But if for some reason, the villagers of each village, would worship I different deity, I could model the whole temple of that deity as one, since I would probably only use that Model rarely and I would want to give it more detail and let it stand out more from the rest of the environment.   Did I understand correctly?   About the Poly count. Should it be a conscious decision, that every time I create an environment with unreal, my static meshes only take up a certain amount of polygons and I limit myself to a certain amount of meshes that could be shown at a time on the screen? Is this something that is consciously done? And is there a drastic difference if a Model is a static mesh or something moveable like a character, an NPC or a building with an animation like a windmill?   Last question. If let’s say I want to make a playable level with unreal, and it’s based on the principles of top down action rpg’s like diablo. Would it be advisable or even necessary, to limit the amount of environment meshes, to be able to add more character models on one screen? As action rpgs tend to have loads of enemy’s coming at players at the same time.   I tend to repeat myself, but thanks so much for the insane amount of help! Really awesome place!
  5. Oh damn you got my question the wrong way, sorry I have some trouble explaining what I mean, since English is not my native language.   I try better this time.   I didn’t mean, that they create the models inside the engine. I meant that some people use the modeling software to create a whole building model as one and import that whole building as an object/asset/model/static mesh (sorry don’t know the right terminology) into the Game engine like unreal and put that with the editor into the scene to build the level.   Other people use the modeling software to create the parts which make a whole building, like the walls, roofs, floors, doors, windows, steps etc. and they import these models all separated from each other into the game engine, and use these inside the editor of the game engine as building blocks, to create a whole building.   I wanted to know how these two approaches influence the game in the end (if they do). I hope I explained better this time. So sorry. I’m not very good at asking questions. 
  6. Okay, nice I think I understand. Thanks for all the answers. So that means, if I have a game in Birdseye view (top down) and the player can adjust the camera zoom, the LOD should go down the farer away he zooms and go up as he zooms in. At least this is how the pros do it for performance I guess? Or are there any other reasons for this method?   Another question I asked myself as I was learning from videos and courses. Sometimes when I watch someone build an environment scene in a game engine like Unreal, Unity or Cry, they use two different approaches or a mix of them. One group works with a lot of building blocks like single walls to build a whole house, or single head sized stones to build a small wall out of them. Or they use models of single wood planks, stick them together and build a wood wall/roof/floor like this. Other people just have the whole thing modeled beforehand in a modeling software and just insert the whole building to the scene.   Are there any reasons or benefits to have the whole model done before implementing it to the game engine, and are there downsides to have the building made out of that many pieces? Simply asked, what is the different and how do these two approaches influence the game in the end?   Question 2: Would it be highly uncommon to use 3ds max and zbrush for modeling, and then use Maya for rigging and Animation?   My head is full of questions and I don’t know where else I could get the answers. So sorry.   Thanks for all the help, I really appreciate all of you.
  7. Hello again everybody,   I recently completed the introduction course on zbrush 2016 from the site pluralsight and I got a brief overview of the software. I even got a decent looking character model at the end, for a beginner of course, but it turned out better than I thought it would. But with that whole process, came a few questions. And I don’t even know how to start asking.   I hear a lot of talk about low poly modelling for game development and see that there are a lot of videos and courses about this topic, but this whole concept is somewhat confusing. Correct me if I’m wrong, but the whole process works somewhat like this:   Start with a simple base model and low polys to get the base shape and topology of the object right. Add/subdivide as many polys as you need, to get as much detail as you want on the model with the sculpting tools. Create some sort of map (sorry don’t know much of the names yet) of the high poly model, and then bake (whatever that means) that map onto the low poly model of that object.   Is that correct? Am I missing some crucial steps?   Another question that I have is: How many polys is actually low poly? I guess it depends. Let’s say for a PC Game like Diablo 3, Path of Exile and so on. How many polys should a character have and how many the models that shape the environment, a house, a barn or a wagon? And is there a rule on how many models/objects a “level” should have? Let’s say a whole map of diablo 3 after a loading screen.     Man I know these questions are probably not good, but I have these questions in the back of my head and I can’t get rid of them.   Thanks for your time and effort to help! I really appreciate it
  8. Okay. I think I have a better understanding now. Thanks for all the answers. Your're all so awesome.   In terms of what I should be focusing on at the beginning, I guess it would be the best decision to start learning the basics of modeling in Maya and zbrush, to then learn about the basics of unwrapping, texturing, baking, rigging and animating. After that I could use my own simple stuff and learn with them the basics of the unreal engine.   Would that approach make sense and be advisable, or is there a better approach in your opinion?   Although I’m sure there is not really a right answer to that question. But I got to start somewhere, and it would be nice to know, if I’m heading in a good direction, or if the direction I chose is horrible.   Thanks again!
  9. Hey everybody. Wow these are some pretty good answers. Thanks for that first of all. The fog is starting to fade. Just to clarify how I would go on about stuff. The Objects I want to see in my game, will be created with Maya and/or zbrush and then will be imported into Unreal, to code how these Objects will behave in my Game. I think I got that. But with that, just a few questions arise again. I hope that’s okay with you guys.   So. I don’t want to fight a software war, but as far as I understood, it doesn’t really matter if I use Maya or zbrush do create the Models for the games. Both Programs can do it, it’s just that zbrush is specialized in doing that, and it might be easier doing it there, if I don’t have any pre knowledge on any of the two? Is that correct?   Next question ( so sorry ). Gamervb said, that maya isn’t used for creating textures. What Software is used for that in the industry? I mean, there is probably more than one answer to that, but would photoshop be a good solution? And what about materials? Do the pros make them themselves or do they use the defined materials in the software they use? For example a door made of metal. What software is used, to actually create the illusion, that that door is made out of metal. I think I understood, that later, in the engine, I would tell the engine, that that door should behave as it was made out of metal. So when light hits the surface It would look different, as if it were made out of wood. Or when the door was getting opened, the metal door would sound different then the wooden door. But what software is used, to define that this is how a metal door should look like. I hope I made myself clear und understandable.   One last question ( for now… ). On youtube, there are a lot of people showing off whole environments done in Maya, and I don’t understand why. Because as far as I understood, maya would be used to create the assets, the objects, the models. And then a game engine would be used to get these elements together, to create an environment. Or are the environments they create in maya used for cinematic/animation/movie purposes? Or are they just showing off their skills? I don’t get that part.   So that’s it for now. Thank you so much for the help so far, you made my life already easier. I hope its okay to ask some more.   Have a nice day!
  10. Hello everybody. First of all, sorry for my bad English. It’s not my native language, but I try my best to be understandable.   I have a couple of questions, and I hope you can help me clear all the fog I have clouding my mind. I got an apprenticeship in the game industry, which stars next year. Now you can imagine, that I am really excited and I don’t want to wait until next year to start studying. So I put some money on the table and got me some subscriptions on online courses like Gnomon Workshop and Pluralsight (digital tutors) and it’s amazing how much content there is online. But with all that content and information, there comes a ton of confusion. And with all that choices, I have a lot of trouble making a decision. Basically, I want to develop small indie games and animated video series in the next few years, to accompany my apprenticeship. I know, I know. I don’t plan on developing the next big MMORPG or Call of Duty. But I want to be able to make simple versions of games like Diablo 2. Really simple versions.   Some decisions already have been made. I will be using Unreal Engine 4 as my game engine and Maya, since the company I will be working for uses Maya ( I got the Student license ). I also will be using Photoshop (bought License, since I was Studying Art and Design a few years back, I am 27, so yeha a bit older). As for the last piece of Software im not sure for now. I thought about zbrush, so at the moment I got the 2 Month free Trial version, and will be deciding in the future if I want to buy it or not. But as far as I know, the company I will be working for, also uses zbrush. So the good thing is, I know which software to use. But, I don’t know what to use them for. No Clue.   Everytime I start watching an online course, or some youtube videos or other tutorials, it seems like so much is done in Maya, while others do some things in zbrush, or other things in Unreal. It’s so confusing. I don’t understand how a Professional, uses these Software, his workflow basically. When to use what and what is best for what. What to start with, where to start. What needs to be done first, what last. Should I first know how do model before I start using unreal? I really don’t want to use any free stuff, I want to create everything on my own. Because, like I said, I want and need to learn this.   I know this is much text and a lot of rambling around. I’m sorry. But my head is spinning with all that information out there. I looked for days before I posted this, but I never got good answers, if any at all. Sometimes even more questions. I hope someone in here can help me. Would be pretty much appreciated. Have a nice day
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