hdnine
10-21-2008, 05:15 PM
Hello everyone,
This is one of those rare moments when i actually post something on this forum. Usually i can find my own answers by searching, but this time i need some advice and some tips on game modeling.
Now, game modeling has always been my goal as started with Maya about a year ago. After a few months i stopped but my interest has yet again spawned since a couple of friends and i were talking about perhaps making a game. So, this time around i wanted to try 3DS Max and my first attempt looks like this.
http://www.wonderworks.se/online/teddy02.jpg
http://www.wonderworks.se/online/teddy_done01.jpg
http://www.wonderworks.se/online/teddy_done02.jpg
I'm pretty much sure that i have got the basics of modeling down. I do remember a lot from my last try with Maya - but a few questions regarding 3DS and modeling did arise.
In 3DS's viewports, especially in perspective, there is some kind of basic lighting which in turn casts shadows on my model. Here is the smoothed version of the above:
http://www.wonderworks.se/online/teddy_done03.jpg
http://www.wonderworks.se/online/teddy_done04.jpg
One thing i found out was that it was extremely hard to see what the later added texture looked like on my model without first having to add additional lighting and render the scene. Is there any way to get a more neutral light (without the hard shadows) while modeling in perspective? (I am currently trying the 2009 version).
Also, when creating a model intended for games, i do remember something about n-gons and such. That is, that no polygon should have more than 4 sides. Are these always split into faces when exported to any game engine... is that how game engines work?
I tried to texture my creation which eventually ended up looking like a dogs lunch. It seems however good your mesh might look, a nice looking texture is really what makes the model stand out and look gorgeous:
With some poorly added lighting and then rendered
http://www.wonderworks.se/online/Teddy_textured_front.jpg
http://www.wonderworks.se/online/Teddy_textured_back.jpg
Ok, so another thing that concered me was with flat polygons, or planar. When twisting and changing polys, 3DS seems to always strive to keep the individual faces planar and there is a command for it in 3DS "Make planar". Sometime the polygons do look skewed or bend, that is, almost round and not flat at all. Is this ok or do i have to flatten all the polys, or even manually split all of them into faces?
When using the symmetry modifier, i have noticed that when collapsing the stack, some vertacis does not weld. In fact, after working a while on my models there is almost surely some open ends hidden. How can i remedy this, or more, how can i easily find these open ones?
Oh yes, almost forgot. Are game models usually one "solid" (or is it continues?) geometry or a couple of different ones grouped together? Let's say that i want to put a jacket on top of my teddy... do i need to model the jacket into the existing geometry, or is ok to have another "jacket object" on top of the body? Are these later grouped and exported?
That is everything i could think of right now. It would be superb if anyone had a step-by-step shortlist of what to think about when modeling for games - characters as well as assets - because there are so many small things you need to keep in mind. I'm not asking for a tutorial, but more of a bullet list of pointers. The whole smoothing group deal was completely new information to me, so there is surely more that i do not know about...
Thanks everyone for reading!
This is one of those rare moments when i actually post something on this forum. Usually i can find my own answers by searching, but this time i need some advice and some tips on game modeling.
Now, game modeling has always been my goal as started with Maya about a year ago. After a few months i stopped but my interest has yet again spawned since a couple of friends and i were talking about perhaps making a game. So, this time around i wanted to try 3DS Max and my first attempt looks like this.
http://www.wonderworks.se/online/teddy02.jpg
http://www.wonderworks.se/online/teddy_done01.jpg
http://www.wonderworks.se/online/teddy_done02.jpg
I'm pretty much sure that i have got the basics of modeling down. I do remember a lot from my last try with Maya - but a few questions regarding 3DS and modeling did arise.
In 3DS's viewports, especially in perspective, there is some kind of basic lighting which in turn casts shadows on my model. Here is the smoothed version of the above:
http://www.wonderworks.se/online/teddy_done03.jpg
http://www.wonderworks.se/online/teddy_done04.jpg
One thing i found out was that it was extremely hard to see what the later added texture looked like on my model without first having to add additional lighting and render the scene. Is there any way to get a more neutral light (without the hard shadows) while modeling in perspective? (I am currently trying the 2009 version).
Also, when creating a model intended for games, i do remember something about n-gons and such. That is, that no polygon should have more than 4 sides. Are these always split into faces when exported to any game engine... is that how game engines work?
I tried to texture my creation which eventually ended up looking like a dogs lunch. It seems however good your mesh might look, a nice looking texture is really what makes the model stand out and look gorgeous:
With some poorly added lighting and then rendered
http://www.wonderworks.se/online/Teddy_textured_front.jpg
http://www.wonderworks.se/online/Teddy_textured_back.jpg
Ok, so another thing that concered me was with flat polygons, or planar. When twisting and changing polys, 3DS seems to always strive to keep the individual faces planar and there is a command for it in 3DS "Make planar". Sometime the polygons do look skewed or bend, that is, almost round and not flat at all. Is this ok or do i have to flatten all the polys, or even manually split all of them into faces?
When using the symmetry modifier, i have noticed that when collapsing the stack, some vertacis does not weld. In fact, after working a while on my models there is almost surely some open ends hidden. How can i remedy this, or more, how can i easily find these open ones?
Oh yes, almost forgot. Are game models usually one "solid" (or is it continues?) geometry or a couple of different ones grouped together? Let's say that i want to put a jacket on top of my teddy... do i need to model the jacket into the existing geometry, or is ok to have another "jacket object" on top of the body? Are these later grouped and exported?
That is everything i could think of right now. It would be superb if anyone had a step-by-step shortlist of what to think about when modeling for games - characters as well as assets - because there are so many small things you need to keep in mind. I'm not asking for a tutorial, but more of a bullet list of pointers. The whole smoothing group deal was completely new information to me, so there is surely more that i do not know about...
Thanks everyone for reading!
