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🧵 Questions about modeling for video games
Anonymous at Thu, 19 Aug 2021 16:48:53 UTC No. 845178
Wanted to ask in /sqt/ but I have many questions about this. So I learned animating in Blender a few months ago and got sucked in this deep hole that making assets for games is.
So I also learnt rigging, weight painting and basic modeling and sculpting techniques.
My goals is to make mid-poly characters with detailed textures so in terms of polycount, something around 4000 faces for the complete character. My models are always going to be made for gaming so I have a few questions. Some really noobie but I’m a noob.
- For this level of details, should I straight up draw my characters and face model from the references or sculpt and retopologise on the sculpt ? I can draw so painting the textures is not going to be a problem so I can make some solid references
- Should I make the entire topology with triangles. I took a Jojo character from a Ps3 JOJO game and it’s entirely made with triangles ?
- I do all my stuff with Blender and I just heard about the polyRemesh and polyRetopo command of Maya. Are these commands as good as the guy that told me about it made them look like ? And does it work well with organic models (humans I mean) ? I don’t plan on switching to Maya but just using it for this (please spare me the blender comments)
Forgot some other questions but I’ll post them if I remember
Anonymous at Thu, 19 Aug 2021 18:15:56 UTC No. 845194
>>845178
>- For this level of details, should I straight up draw my characters and face model from the references or sculpt and retopologise on the sculpt ? I can draw so painting the textures is not going to be a problem so I can make some solid references
do whichever you want to do, it doesn't matter
>- Should I make the entire topology with triangles. I took a Jojo character from a Ps3 JOJO game and it’s entirely made with triangles ?
use quads and strategically placed tris, it gets turned into triangles anyways
>- I do all my stuff with Blender and I just heard about the polyRemesh and polyRetopo command of Maya. Are these commands as good as the guy that told me about it made them look like ? And does it work well with organic models (humans I mean) ? I don’t plan on switching to Maya but just using it for this (please spare me the blender comments)
i dont know what the guy told you, but probably yes, maya's tools are naturally better in most cases since it has had time to mature, blender is still playing catch up in that regard, but use whatever you want, at the end of the day what is important is your skill and not the tool
also this should have gone in /sqt/
Anonymous at Fri, 20 Aug 2021 14:07:27 UTC No. 845370
>>845194
Useless answers as expected from /3/
Anonymous at Fri, 20 Aug 2021 16:54:36 UTC No. 845413
>>845370
Yeah I've noticed it's gone down in quality as of late.
Anonymous at Fri, 20 Aug 2021 20:02:20 UTC No. 845438
>>845370
>>845413
It's punishment for frogposter and schizoanon. They've made the skilled anons disillusioned with /3/.
Anonymous at Sat, 21 Aug 2021 03:29:42 UTC No. 845519
>>845438
its true. they are a drain on the board- they dishearten any culture or comradery that the designated 3dcg section of a corn husk hat embroidery image board could offer
Anonymous at Sat, 21 Aug 2021 15:54:31 UTC No. 845636
>>845519
>comradery
/3/ is literally the worst board for that. You could ask a serious question that doesn’t deserve any hate and still get some.
Anonymous at Sat, 21 Aug 2021 16:37:33 UTC No. 845641
>>845636
When you have a situation where you have lot of minors and young adults that know a little bit about an advanced topic you get that.
You tend to see this behavior from naive pretentious people that are so abso-fucking-certain of what little they do know.
Jumps at any opportunity to jam the tidbit information they believe to have down your throat and call you a retort as a bonus.
Soon as you start moving downslope from 'Mt-Stupid' that tends to go away, if you stick with something it'll humble you and you wont kick downward anymore
because you'll be aware of just how little it is you understand of all there is to know.
But Since a lot fewer sticks around than starts out you don't hear alot from the people who already understand nuances.
Explaining something properly takes a lot of time and these people are busy doing.
The wise thing to do is not to ask but to intercept their own communication, read old forumposts on CG forums, watch GDC, read gamasutra etc.
You ask in a place like this expect most answer to come from cocksure pricks who haven't already gotten to answer a question many many times
and therefore is very eager to echo what they've just learned. When you get undeserved hate like that know it's prob not coming from any seasoned vets.
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Anonymous at Mon, 30 Aug 2021 20:16:21 UTC No. 847583
>>845178
>- For this level of details, should I straight up draw my characters and face model from the references
Yes.
>Should I make the entire topology with triangles.
No need to, unless you're going for a specific style. You can automatically triangulate quads. Good topology with clean loops helps a lot.
> I do all my stuff with Blender and I just heard about the polyRemesh and polyRetopo command of Maya.
No idea. I'm a 3DS Max boomer myself.
Anonymous at Mon, 30 Aug 2021 22:10:16 UTC No. 847610
>>845178
Where can i know pipeline for modeling for games (not characters!)?
Anonymous at Mon, 30 Aug 2021 22:46:40 UTC No. 847615
>>845413
>as of late.
Anonymous at Tue, 31 Aug 2021 00:31:06 UTC No. 847632
>>845641
That awkward moment when the furry thread has better content than the rest of the board.
Anonymous at Tue, 31 Aug 2021 13:43:10 UTC No. 847727
>>847632
this should be one of the board ad banners
Anonymous at Fri, 3 Sep 2021 08:16:59 UTC No. 848330
Do vehicles models in HD gta games use a normal map?
Anonymous at Fri, 3 Sep 2021 13:56:53 UTC No. 848362
>>848330
yes for interiors, no for exteriors.
Anonymous at Fri, 3 Sep 2021 14:52:16 UTC No. 848370
>>848362
Thanks, birather. I figured that out. It seems like they just soften the edges on the surface of the vehicles.
Anonymous at Fri, 3 Sep 2021 15:31:57 UTC No. 848373
>>845178
>I do all my stuff with Blender and I just heard about the polyRemesh and polyRetopo command of Maya. Are these commands as good as the guy that told me about it made them look like ?
Don't bother with Maya and modeling, Maya is good for animating but absolute dog shit for modeling.
Anonymous at Fri, 3 Sep 2021 22:01:05 UTC No. 848424
>>845178
>triangles
>>845178
>- Should I make the entire topology with triangles. I took a Jojo character from a Ps3 JOJO game and it’s entirely made with triangles ?
No, never fully triangulate your models while you're in the process of making them. When assets are exported and loaded into a game they're triangulated automatically, which is why the JoJo model came in full tris after someone ripped it.
Try to maintain quads as much as you can with clean topological flow (This is especially important for deformable meshes like characters). Of course, you will need to get rid of excessive loops, create triangle fans, merge verts which is where triangulation comes in handy. You also might notice that some surfaces shade or project their UVs differently depending on the direction the quads are triangulated in. Usually you'll spot these and have to triangulate them manually. So keep a proportional balance between them while leaning mostly towards quads.
Also Blender has a triangulation modifier which is rather useful. Game engines can be unpredictable at times meaning that the way they triangulate a mesh may be different from the 3D Program you're using - it's possible to have this modifier in your stack (don't apply it) before exporting. If everything shades fine just output it in whatever format works best and move onto the game engine.
Anonymous at Sun, 12 Sep 2021 00:05:00 UTC No. 850175
>>845178
>jojo from ps2
stop watching anime and do your own research, we are in 2021, no one with money will buy polygonal bs for sell a game, learn the today standards and make a portfolio based on it
Anonymous at Sun, 12 Sep 2021 07:14:36 UTC No. 850222
>>850175
wtf, polygons are obsolete in 2021?
Anonymous at Sun, 12 Sep 2021 17:51:04 UTC No. 850292
>>850222
piece of shit faggot, consoles can manage 6M of polygons on scene when the ps2 with top tier optimization can handle only 300K , do you thing they need this ugly ass assets today?
fucking idiot dumbass, unless you want to make a shitty indie game, no one is going to consider your works if you work with a shitty quality like that, retard
Anonymous at Sat, 25 Sep 2021 12:09:57 UTC No. 852957
Did you make it bro?
Anonymous at Sat, 25 Sep 2021 12:43:23 UTC No. 852993
>>845370
useful answers. the anon seems to have most of the answers to his own problems but doesn't commit to any of them.
Anonymous at Sat, 25 Sep 2021 12:51:54 UTC No. 852996
>>848373
All I know is that Maya fits better into the industry workflow pipeline & has better performance & can handle larger areas with more stuff running on the screen better than Blender.
Whereas Blender is Jack-Of-All trades, master of none. So it's likely that you'll get amazing tricks maya doesn't have but the industry just switches assets from one industry standard software to another so Blender is never going to be accepted by the professionals until it can catch up to all of those tools being used right now in a professional capacity.
Anonymous at Sat, 25 Sep 2021 12:54:58 UTC No. 852999
>>850292
Go to sleep, kiddo. Aesthetics & art style trump your polygon count every time. It's all about art direction & game design.
Also, if you're going to insult indies, just know that they're the backbone & stepping stone of the industry. And even that field is advancing every year as more tools are made accessible & new blood figure out game devving.
Anonymous at Fri, 1 Oct 2021 22:02:20 UTC No. 854325
>>852999
>hires professionals from film industry instead of dumbasses that can't even use the software
nothing personal piece of shit faggot
Anonymous at Fri, 1 Oct 2021 23:40:37 UTC No. 854333
>>850292
back to your bucket, crab. Enjoy doing nothing.