You are aware that subdivision increases the polycount, right?
[url]http://gameartstudentbullfrog.tumblr.com/[/url]
Just something funny I found. :v:
GOD YOUR SUCH GRUMPY PPL
Have this I guess
[t]http://i.imgur.com/UkPn5.png[/t]
[QUOTE=~ZOMG;38791149]You are aware that subdivision increases the polycount, right?[/QUOTE]
Derp... I don't know what I was thinking...
It is highpoly XD
[IMG]http://i.snag.gy/Ps5M0.jpg[/IMG] Working on Guile
[QUOTE=Domino;38786598]Looks awesome!
What's the scene gonna turn into?
Also, UDK I presume?[/QUOTE]
yeah UDK. I'm working on two things right now in Unreal. One is an environment that I'm doing with a friend of mine and the other is a game. I'm gonna take the workflow I developed for the rock arch and use it for both.
[QUOTE=Talkbox;38792091][IMG]http://i.snag.gy/Ps5M0.jpg[/IMG] Working on Guile[/QUOTE]
Is the model sculpted by you?
Also turn off some of the shit on the shelf, you have way too much crap clogging up the space there.
looks like the default polygon shelf to me, which i use all the time
[QUOTE=nVidia;38791355][url]http://gameartstudentbullfrog.tumblr.com/[/url]
Just something funny I found. :v:[/QUOTE]
[t]http://24.media.tumblr.com/tumblr_m6l5na02Rs1r37btso1_500.jpg[/t]
this one was pretty much me, but things weren't working out so I swapped majors
Probably because he can
i remember finding the game art student frog thing around when i started uni
it is the perfect embodiment of so many people.
[QUOTE=ZombieDawgs;38792255]Is the model sculpted by you?[/QUOTE]
Yeah I did it all inside of Maya though.
[QUOTE=DOG-GY;38792513]i remember finding the game art student frog thing around when i started uni
it is the perfect embodiment of so many people.[/QUOTE]
I'm in a Game Design course and I've heard the most atrocious things coming from the mouth of my fellow students, most of them are like a direct copy paste from that site :v:
[QUOTE=Talkbox;38792518]Yeah I did it all inside of Maya though.[/QUOTE]
You're a fucking masochist.
[QUOTE=DeanWinchester;38794210]I'm in a Game Design course and I've heard the most atrocious things coming from the mouth of my fellow students, most of them are like a direct copy paste from that site :v:[/QUOTE]
I'd like to take this opportunity to post some gems from one of my recent classes when we did pitches for game concepts we came up with. Part of this was creating design and pitch documents detailing what the game would be. We created powerpoint presentations that we used in a mock pitch to the class, with the idea that we deliver it in such a way that this is something our peers would want to work on.
Sand game:
[B]"my game concept is about a photorealistic game manipulating sand with full, accurate sand physics. this would be on the xbox 360 and playstation 3"[/B]
lol good luck getting a framerate above 1.
Some game i cant remember the concept for:
[B]"this game is going to be on the xbox 360 and playstation 3 and not on the PC. the reason for this is because consoles have more power and can deliver better graphics, depth and gameplay experiences"[/B]
nice job going into a major and getting your hardware understanding 110% backwards
Black hole game:
[B]"The large hadron collider, you know that thing in france that creates black holes, creates a black hole that is going to destroy the earth. your mission is to stop it."[/B]
ok this one really pissed me off cuz i like science so ok
1. the lhc does not create black holes. do fucking research before you make urself look dumb.
2. you can not stop a black hole
3. this guy had no concept for how the player would do this, he just came up with the first part of a poorly concepted idea
4. a black hole would swallow the earth before you could do shit all about it.
5. one student responded with "maybe you could have the player create another black hole, so the two black holes collide and cancel each other out" BLACK HOLES DONT FUCKIN WORK LIKE THIS do you even have a brain
[I]edit: i actually just remembered that the student didn't know where the lhc is, pronounced it wrong, and one of the students in the class had to tell him how to say it and where it was.[/I]
i can't even remember some of the other ideas. seriously it was disheartening to realize just how many dumb people there are in my major. there were a couple wonderful ideas that people presented, and those students I have a lot of respect for. the majority though were just terrible. the shit i wrote above is leagues better than how these people actually presented their projects. they fumbled over words and could not concisely explain what they had come up with. we are required to take a public speaking class, and most people by this time already have. they should be expected to do a fan-fucking-tastic presentation regardless of whether or not the concept is any good.
part of the assignment was to figure out how many units we could expect to sell. I didn't see all the presentations because i missed class one day, but from what I saw I was the only one who did this. Also, i put a ton of work into my concept, and the only people who asked me questions about it after my presentation were my friends. almost nobody in the class was capable of offering criticism or ask questions (which was half of the intent of the presentations, give a chance for [I]peer feedback[/I]), and the ones that did were generally bad. it was incredibly unprofessional for the most part.
[editline]11th December 2012[/editline]
also one of the artists from bethesda came and did a talk at our school. i sadly missed it, but when i was in the building working on a project i overheard one dude bragging to his friends that he told the bethesda employee that his work was bad. this really struck me as offensive, to the point that i was so frustrated that I left for a smoke to take my mind off it.
the reason it bothered me so much is because this guy was the one who almost exclusively modeled the weapons for fallout 3 as well as a lot of other stuff, [I]concepted and modeled the dwarven sphere[/I] and a ton of other stuff in skyrim and has been working at bethesda for years. it's extremely rude and arrogant to insult to a professional like that when you're in fucking school to learn what he's already doing. if you think you're better than him, go apply at a goddamn company.
the reality is that the reason fallout 3 had sub-par graphics for weapons is because this guy had a fuckload of work on his plate and had to get it done in a deadline. how much of an idiot do you have to be to not understand that he is doing his job to the best of his ability on a project that requires an incredible amount of art assets to be done in a short time. he was clearly overworked and they should have allotted more people (or hired more) to work on weapons so the quality would have been better, as more time could have been spent on each asset.
why would you insult someone who took time out of their busy lives to come teach students about the industry they want to go into? how much of a cunt can you be? do you realize that you are hurting your peers and future students because you probably put this guy off from ever coming back?
Gettin' all floostered mr doggy
eh not now i'm not, but i did during those moments. all the stupidity and arrogance and ignorance is hard to be around when i try my hardest to understand things and have respect and humility.
I find it best if you just think of them as the idiots you normally see, just because they take a major in this field doesn't mean they know shit about it or become educated on the subject, they probably think "oo gaems" and hop into it. It's easy to just sail your own ship rather than look at the ones sinking around you.
[editline]12th December 2012[/editline]
I mean this with as little condescension as possible
i agree, which is why i tend to only talk to the ones who i see potential in. i can ignore those people to an extent, but disrespect to talented people in particular is something that i just can not tolerate. luckily, i've made a number of really great friends in this major all of whom are incredibly passionate in becoming good artists. already we're collaborating in person and online, which really feels awesome versus just sitting around my house when i'm on break and doing models with nobody around.
[QUOTE=DOG-GY;38792173]yeah UDK. I'm working on two things right now in Unreal. One is an environment that I'm doing with a friend of mine and the other is a game. I'm gonna take the workflow I developed for the rock arch and use it for both.[/QUOTE]
Could you possibly enlighten us on your UDK techniques? I'm going into 3D design for game asset development and I want to get a head start before next semester starts. Maybe record yourself in UDK one day?
In this thread: posts by me asking for UDK stuff :v:
[editline]12th December 2012[/editline]
[QUOTE=nVidia;38791355][url]http://gameartstudentbullfrog.tumblr.com/[/url]
Just something funny I found. :v:[/QUOTE]
These are gold
Could you elaborate on what you'd want to know specifically? I know you asked about creating and importing assets, but anything else? I'd recommend just getting in there and learn by doing, and using tutorials and primarily the UDN website ([url]http://udn.epicgames.com/Three/WebHome.html[/url]) as supplemental resources.
As for creating/importing assets here's a few things to keep in mind and stuff I do:
I organize my work like this. This is by no means set in stone, but it's just how I like to do things:
Create a folder with your project title in the Content folder in your UDK directory (For example I have F:\UDK\UDK-2012-07\UDKGame\Content\TheLineage). In this, put two folders called Levels and Content or UPK or something (doesn't matter what the name is, this is just where all your content is going to go).
In the Content Browser in the UDK, create a new Package with the New button. It wants to create some kind of empty object, but only so it can have something inside the package. You can delete this object later. Then I save the new Package in the Content folder that I created. Create groups in this package called Meshes, Textures, and Materials so you can organize things by type and they aren't all jumbled up in the root of one Package.
Create a level and bring in your assets from the Package, save your level to the Levels folder.
Make sure to save regularly as the UDK loves to crash.
UDK uses y- for normal maps, make sure to either bake in y- or invert later.
I recommend FBX for importing static meshes. it's by far the best way to make sure everything is perfect.
Make sure to understand UDK's unit size vs your modeling app and make sure things are correctly sized (you can also scale up in Unreal).
My workflow for normal mapped meshes is this:
1. model high
2. model low, apply smoothing groups, unwrap (make sure to put uv splits where smoothing groups change), create 2nd unwrap for lightmaps
3. create an averaged cage
4. export all 3 of these, bring into xNormal, bake ao, normals and whatever else you need
5. create whatever textures are needed
6. import all this into the udk, make sure to import normal maps with TC_normalmap compression (you don't actually have to use TC_normalmap but if you don't you'll need to fix the Unpack Min to be -1,-1,-1,0 and turn off sRGB after importing in the Texture properties). also make sure to import static meshes to import tangents and explicit normals
7. create material(s), apply to static mesh, drop in scene
The Material Editor is really easy to get going with, especially if you are already familiar with node based systems (like Maya's Hypershade). You just need to understand how the nodes all function. You can check out the Materials Compendium on the UDN for a breakdown of every node and what they do.
I'd recommend to learn UDK's most important features for basic scene creation [I]in depth[/I] in this order, with a little bit of dabbling in each as needed:
brushes, basic actors, importing content, material editor and basic material creation, lighting/lightmass.
From there I'd recommend branching off and learning how to do (in no particular order) post process stuff, changing world properties, complex material creation, dx11 features (if your computer supports it), kismet and matinee.
As a last word of advice: Everybody's gotta build the box brush level before they can make the next multi-million dollar game. Start simple and branch out until you've mastered everything you can and don't over-complicate things by getting too into one feature without understanding how it all comes together because that's where people fumble and lose sight of the most important thing in game art: making a world that we can suspend our disbelief in.
If anybody's got some insight, tips or would like to correct me or disagree with me on any of this please reply with your thoughts. I don't want this to seem like preaching from just me. I know this isn't covering a lot of buttons to press and menus and whatnot, but I just wanted to outline processes. From here I hope you can get a direction to go from and be able to find the most relevant tutorials or documentation for what you want to learn.
[editline]12th December 2012[/editline]
Oh I almost forgot. Unreal does not like spaces in names for [I]anything[/I] and you must have unique names. You can't just have two textures in the same package called diffuse so try to name them things like rock_01_diffuse or whatever convention you set up. Organization and logical naming is essential to working efficiently, especially when working with a team, working on a long project or coming back to a project after a year and thinking, "Now where the hell did I put that rock texture?" and after a minute or two of searching through your gigantic mess of a package, "Oh, I named it lmaodiffuse and I named the rock mesh go_fuck_yourself. :I"
Thank you so much! I'll start with what you said and just take it slow and steady. I plan to learn at least something new or accomplish something cool in UDK every day after finals are over so hopefully I can become proficient very quickly
[IMG]http://i46.tinypic.com/2nlcy6o.jpg[/IMG]
Because the world doesn't have enough double-barreled laser revolvers.
What was the name of that program again that's quite good for real-time renders? I completely forgot the name and can't for the life of me remember it.
marmoset?
Is Arion still interesting?
My god, the Hobbit movie was amazing.
[QUOTE=IrregularToasty;38799129][IMG]http://i46.tinypic.com/2nlcy6o.jpg[/IMG]
Because the world doesn't have enough double-barreled laser revolvers.[/QUOTE]
That grip looks highly uncomfortable...
[QUOTE=Scotchair;38788147]So Im working on my reel to try and jazz it up a little and apply for a load more jobs. Could you guys give me some feedback? Im more interested in if there's anything you reckon isn't worth putting in there. I've been staring at this work way too long and can't really see it any more. The first half is all 2D compositing work so I'm not sure how relevant it is here, but a general digital artist eye could probably still provide some good feedback. Cheers!
Forgot about vimeo's autoplay... I'll just link it here [U][B][url]http://vimeo.com/42612680[/url][/B][/U][/QUOTE]
Hey, I watched your pirate cartoon at the Duncan of Jordanstone some months ago. It was really cool, one of the few things that interested me in that show. Keep up the good work.
[img]https://dl.dropbox.com/u/3975474/3dmark_grass.JPG[/img]
I put my highpoly tank scene into 3DMark engine. :v:
Grass sure looks nice.
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