Hello there. I'm a 15 years old Unity indie game dev who's been learning how to make games for a while now. I'm currently making a game and it's turning out pretty good but I really ned someone to take on the "artistic" part. I know a bit od 3d modeling and texturing but I can't do it all. If you want to be a game dev and make a team please tell me, I'd be more than happy to team up with someone.
(USER WAS BANNED FOR THIS POST)
If you are 15 years old you can learn how to do your own art.
Do art for 10 years and you will be good, then you will be 25 and still be young.
Also, the thing you need to learn now is you can't trust anyone to do any work for you. You can do this yourself, you don't need anyone else.
Also, enjoy your ban when a mod comes here next month.
if you give me some steam creds ill consider teaming up cutie pie
I dont understand very well about maps. There are hundreds of kinds of maps, like normal map, occlusion, depht, texture, displacement map, and so on...
What exacly is the difference between then?
normal bump and displacement all serve the same purpose, but used in different ways - normal is the most popular one
specular - determains where the model is more shiny
occlusion - determains where the model is darker, it directs where shadows go or something (need to read about it more)
diffuse/albedo - general color/texture map
metallic - determains how metallic the material is
lightmap - determains where pre-baked lightning calculates (when you turn on a lamp for example)
i don't really know about heightmaps and depth maps
i know we got like 2 other threads about gnomon but... any of you guys here gnomon graduates? how would you rate the school on a scale of 1-10 and how easy was it to find a job after graduating or did they have any programs to help you find a job or even an internship for a start?
I'm pretty new to 3DGC and i need some help to create a shape. does anyone know how to make this?
I was wondering if someone here sells 3D stuff in sites like turbosquid, and makes a good living of it.
Hearded stories about people with 500 - 1000 models to sell online, making something like 3k dollars a month. Or even more.
Whats your opinion about it? Can you make a living selling 3D and working as a freelancer?
Hello my friends.
Whats the hardest stuff you find in 3D modeling?
For me its the hands and foot... using Dynamesh in ZBrush to model a hand/feet its soo damn hard. You need to move things, inflate, and see proportion, and then move more, and inflate to get to the shape, and when youre going to see the result, its like a fuking alien raptor hand instead of human hand....
post art like this.
Blender 2.75 low poly cycles. What do you think? Hit me.
I made a film. It was the film I wanted to make and not intended to please anyone but myself.
If I don't get rich and famous from this maybe I will make something people want to see.
Camera shots are too long/slow and nothing happens for minutes, noones going to watch if nothing happens. Needs audio, you could add some distorted music and some mic recordings(also distorted)
If its some reference to the book that it is boring or writen in an slow lengthy long-winded fashion I dont get it.
Also I remember you posting you are working on your short film some year/s ago. Is thats what you have been doing since? Come on.
Okay /3/ so what's the best software for uv mapping game assets? From what i know c4d sucks at this point and there's not much tuts for it either
These jokes. Funny men.
@OP, 3DS Max and Maya are currently the best (Maya is a little less autistic of an interface though). I've heard 3DCoat has pretty nice UV unwrap tools as well, but that program is developed by religious nutjobs who don't want you making anything "sinful" with their software.
Does anyone have experience with 3D in Photoshop?
I'm texturing a obj., and for some reason the texture keeps disconnecting from the model. Instead, a new file is created in the temporary items folder and it forces me to save and reimport everything. Its really annoying.
Animation student here, yeah I know it's shit skip over that.
I have a problem with the output. Max shows me in the renderer that everything is perfect, just the way I, a shitty animation student, want it. Then, when I access the output-ed file, I get this shit. It isn't the gamma I already tried adjusting it.
What the fuck is wrong with it?
I actually just tried that and it didn't work. It looks like the rendering works just fine as I can tell by the individual preview images look fine. But once I try to run them in the RAM video viewer it messes the picture quality up
I guess what I am really trying to do is compile my animation into a video format that can be used in a video editor.
I have tried a preview animation, it looked all pixelly, as well as rendering freame by frame then compiling the frames in the RAM player (result is picture).
Is there an easier way to do this? My professor never actually taught us how to do this shit so I am on my own and have been trying to figure it out via shitty youtube videos that don't actually help me.
Text it's a little bit too bright and maybe the tridimensionality of it it's not so underlined. Any other tips?
Yes, I need to make the tridimensionality of the text more evident, because it is actually a 3D text. Maybe a bigger value of the extrude nurb will be enough to fix it.
What do you think about the shadow? Should I made it more evident too?
Make its material less reflective/luminant.
Being in a clear, sunny day in the desert the text should cast a strong, sharp shadow. Also the text should be slightly blurry, matching the focus of the camera (but that's in post and you're not there yet).
Tell me, Anon. Did you ever hear the tragedy of Perpetual Licenses?
I thought not its not a story a Subscription user would tell you.
I just finished up a sculpt for a concept creature. I'm no good, and I know this. I just do this for fun. I'm looking for critiques to make this creature just a little more convincing and interesting.
Next time round, I'll be trying to pay closer attention to humanoid anatomy, get rid of the head tendrils, probably dome out the skull a bit more, and be sure to put actual eyes in.
upper head is bigger than lower part
eyes and nose are 75% of the face
spine is all the way up to the head, it should stop in the back, then curve a space for the neck
eyes are really small for such a big head