Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 16 10-08-2010 , 08:19 PM
ColdWave's Avatar
Registered User
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
House_7

C&C welcomed

user added image
user added image

# 17 10-08-2010 , 09:34 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
I like the steampunk style love to see an entire level.
Have you tried the Unity engine ( You use unreal right?)

# 18 10-08-2010 , 10:04 PM
ColdWave's Avatar
Registered User
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
Yes i'm using UDK .... I'll build entire level... + vegetation + props...

1 main character
A combat System
Lights etc...

Workin` on a prototype with which me and 2 of my friends will try to show off @ some events or present to some companies.

I have about 20 concept arts of houses so more to come ! user added image

# 19 10-08-2010 , 10:42 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
What's your goal with those demo's?
Is it :

A. Landing a Job at a gamesstudio

or

B. Selling a concept of a game to a studio/developer

If it's A then I would give each of your friends a certain task ( or tasks) and each makes a reel of stuff they did and in the end make a combined reel which shows some ingame engine stuff so that the studio knows you know the larger picture...


if it's B then I would invest more time in developing the background story, some conceptart and a couple of short ingame sequences which shows some concepts you plan to incorporate in the game which are unique or fun or just help sell the idea.
This so called pitch ismore about selling the idea and creating enthousiasm than it is about tech stuff.

Good luck in your endeavoursuser added image

# 20 10-08-2010 , 11:23 PM
ColdWave's Avatar
Registered User
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
Building portfolio. I'm makin` all the 3D.
Modeling,Uvs,Texturing,Rigging,Animatio etc...
One concept artist is making all the 2D
And a coder make the Mechanics.

About A : Yes if we build something this is equal to portfolio.

About B : Yes we are aiming to show the idea, but like people i know. This could turn in 2 ways.

1st - > Sell the idea -> The end
2nd -> Show the idea and lets say Sony invest to make the game and finish it ... ( I know people who did this )

3 man studio:
Concept art, 3D, Code
They have contract with sony and they are from the town i'm living Sofia. So i assume that everything is possible.
https://www.youtube.com/watch?v=T0MlYJ4IrrU


I'll need as much help as all of you can give me ... as advices etc... i'll post everything in this thread.

Also if some of the industry artist want to give some advices like mtmckinly, jay and all of you will be good for us.

10x keep watching!

# 21 25-08-2010 , 01:40 PM
ColdWave's Avatar
Registered User
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
C*C welcomed

House_8

user added image
user added image

House_3_Texture

user added image
user added image

# 22 25-08-2010 , 02:18 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
Thats realy good texturing coldwave, I dont comment on your models as its had to tell if they are good till they are textured. Are you making all you textures in photoshop..............dave




Avatar Challenge Winner 2010
# 23 25-08-2010 , 04:15 PM
ColdWave's Avatar
Registered User
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
Color - > Photoshop
AO -> Xnormal
Normal map -> Crazy Bump
Specular -> Photoshop

# 24 26-08-2010 , 11:10 AM
s2-speedy's Avatar
Registered User
Join Date: Aug 2004
Location: ENGLAND UK
Posts: 286
Top work! good luck with the project. user added image

# 25 26-08-2010 , 03:05 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Really good work.

How you finding UDK? Are you exporting using Actor X?


"No pressure, no diamonds" Thomas Carlyle
# 26 26-08-2010 , 04:18 PM
ColdWave's Avatar
Registered User
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
I'm on weak machine so a lot of bugs for me with the UDK.
And yeas ActorX is awesome... pretty smooth exporting, no problems @ all.

# 27 11-09-2010 , 05:07 PM
Subscriber
Join Date: Feb 2006
Posts: 1,937
absolutely loving the style of the project.

are you using any limitation on how big texture files sizes are for models?

# 28 07-10-2010 , 09:12 PM
ColdWave's Avatar
Registered User
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
Well around 1k for the buildings, but we will try and find out what is the best optimized result
I also have a table of textures sizes = Vram usage.
The udk provide it in the doc files... It's very handy for calculating how much video will you need.

I'm makin` them in 2k. And smaller them later.
But i find out that high res painting then lower them keeps amazingly lots of the details that you painted in the high res. So i'm thinkin in jumping in 4k for first coloring then lower the texture for the ingame purpose.

Cheers, ColdWave

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads