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Looks very nice. How big is this environment? I see that house in the 3rd pic is not in the top ones, right? Did you model the insides too? Also, did you prelight this or are you using real lights?
Blarg! I got questions about stuff so Ill try and give some insight.
The first two pics are for one company while the third pic is for another. Both companys required "next-gen" specs. Both provided 2d art to go by.
The first ranges from 20,000-30,000 tris. It's size is about 200yds x 200yds. No interiors where modeled, and most of the textures where provided by the company who requested the test. I rigged up a very simple lighting solution so that over all the piece would match the company's style of work. 1 target with 1 light tracer. Anti-aliasing turned off, all done in 3ds max. I was timed on this test, and it took around 12 hours to model and about 16 hours to unwrap and texture.
The second...well I lost count..but its somewhere around 200,000tris I think. The interior wasn't modeled for this peice either. This is real time in the unreal 2004 engine, so it's lit accordingly. This test took about 2-1/2 weeks to complete. It's size is about 900yds x 900yds
I've been very fortunate to have both companies request onsite interviews. Hopefully in a couple weeks after everything is said and done I can go into more detail with wires and textures.
I want to thank everyone for the comments both here and in my inbox thingy ma-bobber.
Hey Ivalice, what program would you recommend for 3d modeling? I'm really interesting in getting involved. It doesn't really have to be professional grade, just a good program that’s easy for novices. Thanks.
I would recommend finding your niche. All of the below programs are free, but have some restriction on certain features. IE watermarks, renders whited out, and so forth.
If you have Half life 2 on hand, then you get a free copy of XSI (also known as softimage).
Also, there are free versions of Gmax floating around the internet, this is like the PLE version of 3ds max.
Then there is the Maya PLE version Ryu mentioned.
As far as what I would recommend, your best bet would be Max, it's tools are quicker and easier to learn in the beginning. Maya is much of the same thing, but it has always felt more advanced to me, mainly because of its lighting network and its hypershade can become very complicated, very quick. I honestly havent touched XSI yet because no company I have applied at, or even looked at required it.
Originally posted by TheHonorableRyu
have you worked at all with Maya? If so, how do you think Maya and 3D Studio Max compare?
Essentially they are the same program with different sets of tools. Typically in the gaming industry, max is used for modeling while maya is used for animation.
I have worked with both, and much of the content that is on my website is from both max and maya. Max
-easy modeling tools
-easy to learn shader network
-simple lighting tools
-Ive always been able to generate better renders with max Maya
-Easy animation tools
-In depth lighting tools
-Unwrap is much easier to work with
-The hardware runs smoother and it crashes less
Originally posted by TheHonorableRyu
Do modellers often have to create their own textures in a professional setting?
Yes and No. Each company does this differently, but so far all of the companies I have interviewed with or talked to have a team of texture artists that paint out the core set of textures. After that if a level guy or object modeler needs to make modifications to the texture, they do so according to the needs of the mesh.
If you don’t like the Revolution controller, you are fundamentally part of the problem and killing the ****ing art form.~Kieron Gillen
The first one are meh compared to the third one. Is the grass planes with a raytraced texture on them? I have yet to do that in any of my models (I usually do 'em for fun though untill I get assigned to do some).
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