Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 26-10-2011 , 08:30 PM
mtmckinley's Avatar
The Maya Mountain
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Updated website!

Hey, guys, just wanted to show off my new stuff now that my latest game released. Updated at my website here: https://www.mtmckinley.net

Here's a couple:
user added image
user added image
user added image

user added image

# 2 26-10-2011 , 11:31 PM
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Great Stuff Mike....

good to see this type of games work as opposed to Space Marines and Mechs....

And the site is to the point...no fuss.

Jay

# 3 27-10-2011 , 12:15 PM
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Nice Mike, What engine is the game using?


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# 4 27-10-2011 , 03:19 PM
mtmckinley's Avatar
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Thanks!

It used Unreal 3

# 5 27-10-2011 , 06:40 PM
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Mike question for youuuu. The anti aircraft gun, I noticed that the wireframe shots (mainly the second one) wasn't triangulated like some of the other stuff, I even saw a fair bit of n-gons, was that like the pre-bake high res version or something? I'm a bit curious as how the game asset stuff works.


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# 6 27-10-2011 , 07:05 PM
mtmckinley's Avatar
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The 2nd wireframe image was of the high resolution mesh that was used to bake the normal maps. The first wireframe image is the low-res, in-game mesh. Both show n-gons, mainly because most modern game engines will automatically triangulate a model when it is imported. The main time you need to worry about that is if the engine triangulates it incorrectly and the surface shows triangulation artifacts. if it doesn't, it's fine.

Here's those images for those who don't want to have to navigate the site to see what we're talking about.

user added image
Low Poly

user added image
High Poly

# 7 27-10-2011 , 07:28 PM
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I didn't know engines did that, I thought it was on the artist to triangulate beforehand. Are the game engines' triangulation algorithms usually safer/better than that of modeling packages? Sorry I'm full of questions today <3


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# 8 27-10-2011 , 07:33 PM
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yeah, and how does that work with deformation?

nice guns btw. user added image

# 9 27-10-2011 , 07:44 PM
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It wont mate. Characters would be done properly.

Also render engine like MR triangulate at render time, that what the calculation crap is while you wait for it to compute 'Final Gather Rays' for example. Thats why it takes so bloody long. Renderman works differently though as it calculates in Lines/chunks....hence it being faster, it still triangulates just better at it LOL

J

# 10 27-10-2011 , 07:52 PM
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Oh, yeah, I'm coming at this strictly from the environment art perspective. Characters and the like you'd want to do properly to have the best control.

# 11 27-10-2011 , 07:58 PM
EduSciVis-er
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So would it render faster if you triangulated before hitting render?

# 12 27-10-2011 , 08:21 PM
Acid44
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My boss would stab me if I had a huge face like that as anything but quads D:
Different engines and fields though, don't think ours automatically triangulates, not sure though

Like the site, straight to the point. What happened to the tutorials though? Was looking for your blueprint set up tutorial a couple weeks ago for a friend :p

# 13 27-10-2011 , 08:50 PM
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So would it render faster if you triangulated before hitting render?

This stuff is for a realtime game, so there isn't any rendering involved.

# 14 27-10-2011 , 10:39 PM
EduSciVis-er
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Oh I was wondering about what Jay said about MR and renderman.

# 15 27-10-2011 , 10:42 PM
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I was just using these as examples of triangulation....also because of the aforementioned deforming too......its all up there^ read and it will make sense

Jay

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