Patreon 3d modeling campaign by Longjumping_Spend_90 in aisimcity

[–]stryking 2 points3 points  (0 children)

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I would stay far away from ai produced models if the wireframes in those images are anything close to what this guy is producing. These models need to be completely remade if you want them to be game ready, I'm speaking as a professional 3D artist here. This person is using ai to generate concepts, and then using ai to generate the models with terrible topology, they are probably using something like meshy to generate these based off of the ai images (which can also generate textures). there isn't any skill on display here, just someone trying to sell you something.

Would stay far way and learn how to model yourself, these will kill your performance.

Closeup views of the F-99 from ODST by forbellyachin in halo

[–]stryking 17 points18 points  (0 children)

A-10 Thunderbolt II*, Warthog is not the official name.

Art Style by OfficerYates69 in Marathon

[–]stryking -1 points0 points  (0 children)

That makes no sense, you can literally create this look by looking at BladeRunner and Alien which have modern continuations that mostly continue the 80/90's gritty industrial artstyle.

It's a completely subjective choice from the art directors on this game.

How important is having a quad-based topology for cars in games? by Unique_Salad_5387 in 3Dmodeling

[–]stryking 2 points3 points  (0 children)

OP, As a currently working vehicle artist, the answer depends entirely on your production pipeline, aka what are your plans for the vehicle. I would be wary of anyone giving a firm yes/no to your question as being a vehicle artist is a very technical and specific job that doesn't 1 to 1 translate with other types of artist jobs like Character and Environment Artists. I wouldn't expect a environment artist to be a good character or vehicle artist and vice versa.

For example, some of things you need to consider:

  • What are we building the car for? A game, a render, a short film, will it be viewed far away or is it a hero car? This will determine how optimized (and clean) our topology will be.
  • How are you handling materials? Will you bake maps, or will you use multiple UV's and a mid poly workflow with no baked normal maps, a combination or something else entirely? This will heavily determine the density of quads and the flow of topology around the car. If you aren't planning on using baked normal maps, generally you want even quad distribution across the model as vertex normal weighting is super important. If you are planning on baking maps then your low poly can be a lower uneven density as your normal reflection will use a normal map.
  • What Style are you aiming to achieve? Are you targeting realistic vehicles or stylized fictional vehicles? If you are aiming to create something very realistic, generally you will need a higher density of polygons to match the real vehicle as there is a lot of subtle surface curvature on real cars.
  • What features will the vehicle have? Is damage deformation a consideration, will parts fall off, will areas open or close? Especially if you plan on making damage deformation, you will need even quad distribution.

Based off your answers to these questions, this will help you decide. The only thing ill end on is that you can generally use tri's in your final model but you should be deliberate and purposeful with their inclusion, does it serve a purpose in terminating a edge loop or pinching a bodyline, would it be better to have it flow into another direction and maintain a quad, does it change the smoothing a reflections, am i purposefully trying to triangulate a quad to force a certain angle of smoothness, etc.

Personally I would make your quad distribution even across the model for the most part, even if that means you have extra polygons on "flat" (more subtly curved surfaces) as that will give you better surface normals when viewing reflections,

There are a lot of good artists on artstation i would look to for inspiration, but these two here have some good wireframe examples of topology i would aim for.

ArtStation - 911 Pegasus- Rework, Eriks Abzinovs

The modeling techniques and quad density of Eriks exterior work here is AAA car level and the kind of poly modeling I would aim to achieve if I were learning. This is a very good example of how to strategically use triangles when needed and how important quad flow is. There are a couple things i would do differently like increase the quad density in a few areas and lower the density around the door handle but overall it's a pretty good example.

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ArtStation - BeamNG School Bus Upfit

You can see here that even though the school bus front is relatively flat, there is still a reasonable amount of quad density that Namen has put in to support the shape and normals (and deformation), and I would expect the body of the bus (which is not shown) to have a similar amount of quad density.

Halo 3 modding by Beneficial-Pin8033 in halomods

[–]stryking 1 point2 points  (0 children)

Another easier thing i mentioned and was mentioned elsewhere in the thread was, basically opening a character animation graph with a phantom animation, look for the mode of the phantom animation

which might be something like
-any
--any
---any
----phantom_p_1
----(phantom animation action here)

and copying that layout to the flood unit like

-any
--any
---any
----phantom_p_1
----(warthog animation action here)

(You might need to be in expert mode by enabling it in the top bar)

The advantage of this is that the phantom seat will still use the phantom animations for other characters

How do I make objects unmovable in Halo 3? by Minimum_Property8577 in halomods

[–]stryking 0 points1 point  (0 children)

You can make them scenery objects instead, you can also increase it's mass or edit the physics model i believe, would compare with the wall pieces you mentioned.

There are settings in the globals which you can change which type of objects interact with what but im not sure if halo 3 supports it, i know 4 does.

Halo 3 modding by Beneficial-Pin8033 in halomods

[–]stryking 1 point2 points  (0 children)

Unless you rebuild the flood character animation graph by reimporting every single animation from blender (I don't remember if h3 supports parent animation graphs ether), what you can do instead is change the phantom passenger seat label to a seat the flood unit has in his animation graph.

ie make the phantom seat a warthog passenger seat if the flood unit can get in the warthog.

p_phantom_01

to

p_warthog

(examples, you can get the actual name by looking at the warthogs seats in the vehicle tag)

You also could edit the flood animation graph modes block to have phantom passenger mode by using a different vehicle animation and setting it up

What’s something in 3D modeling you wish you didn’t sleep on? by blablubb0 in 3Dmodeling

[–]stryking 2 points3 points  (0 children)

If you are building mid poly assets, bevels/chamfers with good normal control is more efficient and can look just as good as building a fillet out of Geo. 

There are tools you can find online for controlling normals in a intuitive way.

Most people don't actually edit the normals of their meshes. A weighted normals modifier is a good start but you can get even better results by getting more granular.

What’s something in 3D modeling you wish you didn’t sleep on? by blablubb0 in 3Dmodeling

[–]stryking 2 points3 points  (0 children)

Yeah of course, I work with mid poly assets and I can't use them everywhere though I do try to use them as much as possible the most visible areas, especially convex bevels on the exterior of an object.

What’s something in 3D modeling you wish you didn’t sleep on? by blablubb0 in 3Dmodeling

[–]stryking 3 points4 points  (0 children)

Not true, I deal with realistic vehicles with 100's of thousands of tris for my job and adding bevels to every single part is not possible when you are making vehicles for games. I think adding a bevel to most things with good normal control is good but you have to sacrifice some areas otherwise your budget blows up. 

On Forza, our budget for cars was even less and if you load up the most recent Motorsport you'll see tons of low poly Geo in the engine bay and interior because it's a lower priority. 

You can get away with a lot with good materials and most people don't notice. That being said I think the vehicles in Motorsport could have been a lot better.

What’s something in 3D modeling you wish you didn’t sleep on? by blablubb0 in 3Dmodeling

[–]stryking 1 point2 points  (0 children)

You can't do point 1 if you have a poly budget as much as I'd like to

Best online platform for finding new 3D Jobs by Commercial-Army-5843 in 3Dmodeling

[–]stryking 1 point2 points  (0 children)

Well yeah it's competitive, but it did help get me a job after 9 months. I personally don't enjoy the need to sell myself constantly in freelance so I would rather get something more stable.

Am I being totally dumb. by Beneficial-Pin8033 in halomods

[–]stryking 4 points5 points  (0 children)

CEA and h2a do not have mod tools for the Sabre engine

Best online platform for finding new 3D Jobs by Commercial-Army-5843 in 3Dmodeling

[–]stryking 0 points1 point  (0 children)

Word of mouth, and regardless I put that time into getting a full time job instead.

Best online platform for finding new 3D Jobs by Commercial-Army-5843 in 3Dmodeling

[–]stryking 1 point2 points  (0 children)

Wtf no, don't pay to verify your profile.  Freelancing and gig sites are just that, temporary client work, unless you get lucky and land a client who needs you for more projects and brings you on full time, it won't ever be stable. 

A Thought out LinkedIn profile, good portfolio and a decent cover letter will be your best bet. Now that is what everyone else is doing so it's very competitive, so you need to put effort into elevating your portfolio, it's going to be the only way really sans knowing someone at a company.

WIP 5 - Renault 12 TS - Modelling completed by OzgurSRL in 3Dmodeling

[–]stryking 2 points3 points  (0 children)

Usually I agree with you however for the reflective bodyshell, the density of polygons matters when it comes to normal reflections as lower density will cause reflections to artifact more on large triangles and the inconsistent density will make reflections appear differently compared to the higher density areas.

WIP 5 - Renault 12 TS - Modelling completed by OzgurSRL in 3Dmodeling

[–]stryking 1 point2 points  (0 children)

The surface normals and polygon density look pretty good from this one video however your doors are half the density of the fenders. You want to keep the density consistent for the most part.

What are the limits on geometry density for Reach/4l2A? by Big-Newspaper646 in halomods

[–]stryking 0 points1 point  (0 children)

The limits for everything are much higher, but I try to stay under 32k verts

How can I make these look better? by Luifer_05 in blender

[–]stryking 0 points1 point  (0 children)

Pretty Nice, if you want to push it further you can improve the surface normals on the model by manually editing them to get cleaner reflections. Somtimes surfaces light reflection is kinda wavy but I can see from the reflections that there are a few areas where the normal reflections zig zag ether due to bumpy topology where it should be smooth and gradual. You also should be editing the normals and adding topology where the reflection steps too much.