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Tutorial: Modeling Hi / Low Poly Models for Next-Gen Games

Thread: Tutorial: Modeling Hi / Low Poly Models for Next-Gen Games

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  1. Masakari's Avatar
    Masakari is offline
    Location: Lisbon
    Posts: 155

    Tutorial: Modeling Hi / Low Poly Models for Next-Gen Games

    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/artbym...-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)


    .
    Reply With Quote Reply With Quote #1

  2. Marcus Dublin's Avatar
    Marcus Dublin is offline
    Location: Queens, New York
    Posts: 1,918
    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
    Reply With Quote Reply With Quote #2

  3. Antimagic's Avatar
    Antimagic is offline
    Location: Vancouver
    Posts: 198
    I can't seem to access it. Did you change the url?
    Reply With Quote Reply With Quote #3

  4. Enma's Avatar
    Enma is offline
    Location: UK - Newcastle
    Posts: 40
    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.
    Reply With Quote Reply With Quote #4

  5. sinz's Avatar
    sinz is offline
    Location: N.Y.
    Posts: 1,083
    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,
    $
    Reply With Quote Reply With Quote #5

  6. Masakari's Avatar
    Masakari is offline
    Location: Lisbon
    Posts: 155
    Thanks guys! The link is back up atm.

    Sinz, can you hook me up to that PDF?
    Reply With Quote Reply With Quote #6

  7. sinz's Avatar
    sinz is offline
    Location: N.Y.
    Posts: 1,083
    Yes I can, you got a PM.
    Reply With Quote Reply With Quote #7

  8. Antimagic's Avatar
    Antimagic is offline
    Location: Vancouver
    Posts: 198
    I see it now. Very nice. Thanks for this contribution.
    Reply With Quote Reply With Quote #8

  9. Taehoon's Avatar
    Taehoon is offline
    Location: Sherman Oaks
    Posts: 137
    Your efforts brought new normal map age..... Good job..
    Reply With Quote Reply With Quote #9

  10. Slythis's Avatar
    Slythis is offline
    Location: Cornwall
    Posts: 23
    Thank you a whole bunch, been waiting for something like this!
    Reply With Quote Reply With Quote #10

  11. Chi's Avatar
    Chi is offline
    Location: North East
    Posts: 29
    Am finally back online. Thanks for tutorial.
    Reply With Quote Reply With Quote #11

  12. mdrid's Avatar
    mdrid is offline
    Location: Cyberjaya
    Posts: 322
    Thnkz Masakari, this tutorial help me understand more on HP/LP stuffs. This will help all 3D artists. Thnkz mate!
    Reply With Quote Reply With Quote #12

  13. Step's Avatar
    Step is offline
    Location: Olomouc
    Posts: 237
    thanks for it Masakari
    Reply With Quote Reply With Quote #13

  14. KEDavidson's Avatar
    KEDavidson is offline
    Location: Vancouver
    Posts: 1,679
    this needs to be added to our tutorials page.
    Reply With Quote Reply With Quote #14

  15. MRico's Avatar
    MRico is offline
    Location: Los Angeles
    Posts: 938
    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.
    Reply With Quote Reply With Quote #15

  16. SleepingPenguin is offline
    Location: LA
    Posts: 5
    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.
    Reply With Quote Reply With Quote #16

  17. Titova87
    Posts: n/a
    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!
    Reply With Quote Reply With Quote #17

  18. Lloydy is offline
    Location: Melbourne
    Posts: 28
    Quote Originally Posted by Titova87 View Post
    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
    Reply With Quote Reply With Quote #18

  19. Shendoo's Avatar
    Shendoo is offline
    Location: Brazil
    Posts: 158
    Very good!!! I'm studing all!!
    Thankx
    Reply With Quote Reply With Quote #19

  20. shadowmonkey's Avatar
    shadowmonkey is offline
    Location: Glasgow
    Posts: 843
    Thanks from me also
    Reply With Quote Reply With Quote #20

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