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| Member Tutorials This area is for members to post their tutorials for other members to use. Please note: This is not a requests area. Please use the General Requests forum to ask for specific tutorials... |
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| SFM Nugget | Tips & Tricks: 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. As many people have some trouble in deviantart, i posted the link to the image here, instead of a link to the DA page. Tutorial: http://ic3.deviantart.com/fs13/f/200...Gridlinked.jpg |
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| Is Baaaaack... | Did I read that figure correctly for the hi-poly model: 20 million? Yowza! Great tut, BTW. |
| My inner child got his ass kicked by my inner juvenile delinquent... Star Wars Reference Photos here. | |
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| Is Baaaaack... | |
| My inner child got his ass kicked by my inner juvenile delinquent... Star Wars Reference Photos here. | |
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| SFM Nugget | Well, it's surprising to me, how do they develop all that sfx on movies, or the computer animation? Sure, it's bigger systems and render farms for rendering, but they still have to work. Or, better question, hi poly models for games, for GOW they were 60 million polys per character, for example, their Max or Maya surely isn't crashing. |
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