View Full Version : Tutorial: Modeling Hi / Low Poly Models for Next-Gen Games
Masakari
07-17-2007, 12:42 PM
Tips & Tricks: Modeling Hi / Low Poly Models for Next-Gen Games
Format: JPG image, 900x5200, 2MB
I originally started doing this tutorial for a friend on my mod, Project Deus for UT3, and decided to expand it's goal a bit. It concerns the rationale, how's and why's of making models for normal map generation. While there are a few 3DS Max-specific things in there, i classed it miscellaneous because i'm talking about general principle, and don't really delve into the Max application.
I hope this is helpful for all the aspiring 3d game artists out there.
Tutorial: http://www.acetylenegames.com/artbymasa/tuts/tut-modeling_for_next-gen_games.jpg
[edit by admin] An html version can be found on GameArtisans.org at:
http://www.gameartisans.org/gamecon/tutorials/tut_3.htm (Thank you gridlinked)
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Marcus Dublin
07-17-2007, 12:47 PM
Thanks for sharing this with the Game Artisans community gridlinked, I'm sure this will help many artist looking to improve there workflows. By the way you may want to make a PDF version to this as well, just a suggestion. Thanks again!:)
Marcus
Antimagic
07-17-2007, 03:29 PM
I can't seem to access it. Did you change the url?
His site is currently down. Checked this out earlier. Quite a good read, as either a reference text for the more experienced artists, or a basic 'must know' guide for the new comers to normal map from high poly workflow.
Thanx for sharing Grid, I've took the liberty of converting it into a PDF if you would like a link I can supply one.
Cheers,
$
Masakari
07-17-2007, 10:11 PM
Thanks guys! The link is back up atm.
Sinz, can you hook me up to that PDF?
Yes I can, you got a PM:).
Antimagic
07-18-2007, 01:01 AM
I see it now. Very nice. Thanks for this contribution.
Taehoon
07-24-2007, 07:13 PM
Your efforts brought new normal map age..... Good job..
Slythis
07-30-2007, 11:15 AM
Thank you a whole bunch, been waiting for something like this!
Am finally back online. Thanks for tutorial.
mdrid
09-22-2009, 08:28 AM
Thnkz Masakari, this tutorial help me understand more on HP/LP stuffs. This will help all 3D artists. Thnkz mate!
thanks for it Masakari :)
KEDavidson
10-25-2009, 05:00 PM
this needs to be added to our tutorials page.
MRico
10-25-2009, 11:50 PM
Hey man, thanks a lot for taking the time and making that tutorial. It's great! Thank you!
Edit: I was going to come in here and say some of your links are a bit outdated...didn't see the original post date of this thread, lol. I feel like a loser.
SleepingPenguin
05-05-2010, 02:49 PM
Hey would be a good idea to keep a genral normal map with the model that they correspond to so that you can re-use them?? i wonder, cuz im always redoing nuts and bolts...but now im thinking of keeping a file full of lil things with the normals already made. So i can just grab and drop...get me??
Whats the best program to get normals in too? Ive done 3DMax, X-Normals, Crazy-Bump, Zbrush, and Photoshop normals.
Titova87
05-05-2010, 09:58 PM
Question: for the topic on smoothing groups, in Maya- is this equal to keeping everything subdivided (through mesh smooth) only once? what am I missing here?
Thanks!
Lloydy
05-06-2010, 03:25 AM
Question: for the topic on smoothing groups, in Maya- is this equal to keeping everything subdivided (through mesh smooth) only once? what am I missing here?
Thanks!
smoothing in 3ds max is the normal smoothing in maya.. basicly not having any hard normal edges and having all soft. under polygons , look under normals
Shendoo
05-06-2010, 06:55 AM
Very good!!! I'm studing all!!
Thankx
shadowmonkey
05-06-2010, 09:15 AM
Thanks from me also
chemotoledo
08-24-2011, 01:06 AM
Masakari,
Very good tutoral and even more, exelent encourage speek!!
I really take some advantage of this!!
ilegacy
08-24-2011, 08:15 AM
my problem with pre-calculated stuff is, that you are not allowed to rotate it in photoshop. while you can it make fit perfectly at you highpoly, you are restricted to your calculated direction. isn't it that way?
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