A Shield that I made.

Discussion started by Invision3D

This is the first thing I have uploaded here, could anyone please give me some feedback? I have studied for some time now (about 5 yrs) and I am trying to move to a higher quality with my work each time I make something, any suggestions on how to make a shield better? thanks.

https://www.cgtrader.com/3d-models/military/melee/...

Answers

Posted almost 7 years ago
0

There's lots of things you need to work on looking into your model.

Its very high poly for what it is. 40k Poly's for a shield is rather extreme considering its only rounded and without modelled details. You want to aim for between 1k-6k poly's for a game ready prop. 10k-20k max for a animation based, non-game model. That's just from my experience in prop creation.

Looking at your UV map, there's lots of dead space. I would try to fill it best you can to make the most of it. I hate UV's like almost everyone lol, but they are very important.

As for textures, I am not sure what style you are going for. Cartoon maybe? If its cartoon you want, this look great for that. If its realism you want, maybe look into standalone texturing programs such as Substance Painter. There are other programs but Substance might be a good place to start.

Hope anything helped,
-Alexander

Invision3D wrote
Thanks for your feedback, I took a look at some of the points and looked over my model I can retopologize it all the way down to 2-4k poly's and it will have little difference in the look so long as I bake the highpoly normals onto it, even without the normalmaps the overall look does not look that much lower quality, I didn't realize that at the time. I'm going for a cartoonish look yes, I'm still learning about how to properly create realistic looking materials. Yeah I am going to redo the UV map when I retopologize the mesh, I looked at some other UV maps of various artists and realized I did it all wrong.
Posted almost 7 years ago
0

Hi grendarmes
I have found that having the right tools or the job makes a huge difference to the speed and ease of workflow. Everyone will have preferences depending on what they are making the models for but for texturing and retopo 3d Coat is good. I think more information and images of your model (including the mesh) might also be a good idea. I'm posting this because I wasted years trying to get Moi3d and Carrara to work together (they don't). Good combos for quick modelling are (IMHO):
Moi 3d - Fast modelling
3d Coat - Sculpt/retopo/paint
Simlab - Fast assembly/render/pack to other formats
Filter forge - Make textures instantly

beckstation wrote
beckstation
I totally agree if what you do works for you. But for industry standard I would recommend 3DS Max/Maya for modelling. Substance Painter/Marmoset/Keyshot for texturing and rendering [Industry standards] Zbrush for sculpting. Sculptris for beginner sculpting or ZBrush core.
Invision3D wrote
(For the record I Use Blender for my modelling and Gimp for my texturing)
Posted almost 7 years ago
0

Hey Beckstation
I'm not a professional so could not justify using the industry standard apps. I'm sure that for high-end work such as movie making the professional tools are the only way to go, but for making and selling 3d assets there are cheaper and quicker options.

I like your models. If I were younger I would be trying to get a job in the gaming industry. Do you sell much to people making games?
Keith

beckstation wrote
beckstation
All of my models are designed for use in computer games, so basically all the models I have generally get sold for games. And I have sold rather a lot. I have also done freelance work on a game that has since been released via Steam; but can't upload models for that too much due to my agreement with the developer. I also am currently working on my own project and manage a few people so I do a bit of everything with the gaming industry. And I'm 19 so I have lots of time to develop skills and work on new stuff.
Posted almost 7 years ago
0

Speed modeling

https://youtu.be/VoT2-lLd220

beckstation wrote
beckstation
Very speedy indeed, however, not sure if the Topology seems right a 1:25 in the video. It didn't seem you made the topology by hand and the computer generated it itself so maybe try messing with it yourself for a better overall finish of the topology.
Posted almost 7 years ago
1

Can you guys tell me some brief diference with all the programs you use for everything?
I mean like : why ZBrush, 3dsMax, Maya? Why use them not other programs.
Just like 3 sentences for every program with the pros and maybe cons.

beckstation you do animation or only models?
kdjonesgb could you go into details about the programs you posted?

beckstation wrote
beckstation
I do Animation as well, but no models I currently sell feature animations. 3DS Max is just for modelling. So like you would in a program like Blender. But I personally hate Blender, and 3Ds Max/Maya are industry standard programs which if you work for a game company/film they would ask you to know. Substance painter is the go-to texturing tool for 3D models for almost anything. Games, film whatever. Its not very closely matched by many other texturing programs and can also be used for rendering. But I prefer using Keyshot for my final renders. ZBursh is what you would use for organic or in some cases hard surface modelling. Its also used for adding maybe cracks to whatever you might be editing. Mudbox is good for learning the basis of sculpting, but ZBrush is the leading and best overall program for it. Not very friendly with controls however... The only reason I say 3DS Max or use Maya or using Substance, is because they are what the industry I want to be more involved in [Gaming] uses. Best to learn the programs before I try to get a job in the industry rather than only know maybe Blender which is hardly used by main companies
bluelightsky wrote
Yeah but if Blender can export fully to Max or Maya then it is the same? You do it in Blender they get it in Max or Maya depending on what they want from you. Did you make some games? Is Maya realy better then Max in the animation department? Why do you hate blender? I mean it is free. And the community is huge. You can get anything you need for it. I undestand the standards but still.... And this is the most important one... What is the best game engine? I see that Unity is good but it needs to much "DLC"'s to be up and going. While unreal has everything. Also there is cry engine. And not to mention all other less known engines. Could you tell me more about these?
beckstation wrote
beckstation
I have and am making games as we speak. With regards to game engines. I will recommend either Unity or Unreal. I have used both, and love both of them. Unreal is better for beginners as it has 'Visual coding' (Blueprints) which are great for learning basic and some advanced code. Unity does have a plugin/add-on for this but it's not the same nor as good. Unity doesn't need any DLC if you know how to code and know what its all about. And when it comes to releasing games, Unity asks if your company/you make more than 100k a year, you use their PRO versions, where as Unreal just ask for 5% of your yearly sales profit. So that's up to you to decide what you use. My hate towards blender is purely the layout and how it works. I grew up with Max, hence my love for it. Maya is better for animating just due the huge range of functions and modules it has. If you look into it, it will blow you away with the amount of features that program has.
bluelightsky wrote
What is the best job in the gaming industry? What are the best selling models for games? In money numbers, but I am more interested in number of downloads...? Do the Unity and Unreal stores sell their goodies good? How about them 2D Plaftorm games, are they selling good? And do you have some places that can be used to sell games? Like 2D games?
beckstation wrote
beckstation
There isn't a 'Best' job. The most on demand for gaming are coders, but that doesn't mean its the best. No job is 'better' its down to what you enjoy the most. Best selling models are whatever. People make millions of different games and so every and all models are good. I don't use the unity or unreal asset stores much. I normally make it all myself. 2D platform games sell well, but need to be something new and different. I recommend Steam for selling games. It will cost you about $100 to upload a game though.
Posted almost 7 years ago
1

Moi 3d is a NURBS modeling program that is very easy to learn and it can output a variety of 2d and 3d formats. It has excellent support and a lively forum. The obj output mesh is not as neat as that produced by hand but there is at least one person using it to make game objects. A lot of people seem to use it for creating real objects via 3d print and laser cutting etc. I often make stuff in moi and paint it in 3d Coat. You could also make a high density mesh in moi and turn it into something that you could sculpt and retopo in 3d Coat. There is a free trial version to play with.

3d Coat allows you to model in voxels or surface mode, which is good for organic objects. It's reasonably easy to do use and you can paint and render your results. You can also map UVs and retopo and bake. This means you can make a high-resolution figure and turn it into a low-resolution model with the detail baked in. Again there is a trial version.

Simlab is really for showcasing designs and making 3d presentations so does not really have much in the way of modeling tools. It does, however, allow me to quickly assemble scenes or multiple objects and render them really fast. It will also pack and zip obj/collada/fbx and Simlab formats that you can export to share with others. It also has plugins to upload scenes to Sketchfab. You can download Setchfab as a free to use forever render solution.

Filter forge is a stand alone and plugin for photoshop that uses a node based system to make filters. I use it because it has thousands of ready made filters that can be tiled and uses as the basis for textures. You can for instance make a 1024 wood grain texture with diffuse, bump and normal map that will load right into 3d coat to modify an existing wood texture. Only ever buy this when it 70% off (Which is often).

Of course this only scratches the surface of what these programes do. I'm just a great believer in working smarter rather then harder.

Hope this is of interest.
BW
Keith

PS Rocket 3F is a great subd modeler and its available as a free month on month app or for a very reasonable lifetime purchase.

kdjonesgb wrote
kdjonesgb
I ment Simlab not Setchfab
Posted almost 7 years ago
1

Very interesting

Thank you for the answer, and a quick one to note

It seems to me that Moi 3D would be like ZBrush or Mudbox...and yet with much less CPU usage and a more humble interface ( that is almost always better ).
3d Coat could be used for the whole procces? I mean you use it for the final applying materials and rendering... but could it be used to replace the Moi 3D?
The most interesting is the photoshop plugin you mentioned, the filter forge. I will look into it deeply, since i really needed that and used some manual tricks to get the filters and effects needed. I smudged with brushes and what not to get the look that it could provide with a mear click of a button.
Does this Rocket 3F seem to be only for low-poly making? And could it animate things?
Also what do you think about blender? I mean it is completely free and is an equal to max and maya. Yet for being free it should have a bigger community, and therefore more plugins and fixes that are also free?

Again thank you for the quick reply

kdjonesgb wrote
kdjonesgb
Yes, you can do everything from sculpting to producing your final UV mapped painted the model in 3d coat. Rocket will produce high poly models too, you just apply the smoothing to your model, but it does not do animation. A lot of people love blender and it does lots of things, I just don't have time to learn another big programme. I'm 55 and a fulltime nurse manager so I only have a few hours in the evenings and weekends to devote to CGI.
Posted almost 7 years ago
1

Sorry, I'm disturbing everyone......

But I want to say that there is no "Industry Standard" ..... Apps (they look different but their capabilities are same)
You should have proper knowledge though (How to use all Apps)
I use blender for my 3D models and sometimes cycles render engine ....

I have used Cinema 4D , Maya but in my opinion maya is total sh*t cause it takes more time to learn plus there are so much small icons . it's so annoying to use that software for me... Cinema 4D is very good but render engine is not good..

Blender is a free tool n their render engines are so powerful!!!

Note that they are also working hard for "EVEE" which is realtime render engine!

bluelightsky wrote
What is EVEE. And can blender be fully compactiable with max and maya?
beckstation wrote
beckstation
To an extent you are correct. However from my experience within the game industry. Most - All will ask in job applications or interviews if you have knowledge regarding said programs I mentioned. Yes Blender is very powerful and is in no way useless, but from my experience, there are base programs companies will ask you to know/use. This goes all the way down to the programs licencing and how it can be used. But that's long and I don't wanna get into that haha.
Posted almost 7 years ago
0

"EVEE" is a real time rendering engine.... (It's still in development process but you can check beta version; In short images rendered realistically in just seconds) And no Blender is not fully compatible with Maya/Max .... But you can export FBX,Dae, files easily ..... my boss told me that use any app you want but the result should be nice ... (3D modelling,rendering is my main work) so I use Blender cause it's free! ... Always Updated... Easy .... That's why I left Maya/Max and Cinema 4D too! Cinema 4D is a nice app tough and easy too , but there is no rendering engine for GPU.... Only default ... so Blender won the Match at least for me... :)

Posted almost 7 years ago
0

Here is video what evee actually is :- https://www.youtube.com/watch?v=-mxJzQ9Jquk&t=495s

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