Modeler here, need some help?
#1
Posted 09 July 2010 - 05:15 PM
I am still just starting out in the industry and will always be a student but I think I could be of some use to you.
I am now in the process of switching all my 3D modeling focus to high poly digital sculpting..but that doesnt mean those assets cant be used for a project such as this.
I can use Zbrush to builld basicaly anything I want, whatever I can't do within zbrush I can do in maya and mudbox. Even if you guys need low poly stuff, its pretty easy to just get the low poly division of the model and export it out with good animatable topology...
I have been searching for something to keep my creativity going, I fear that I might be a bit too late to go crazy on the project but I would like to help in anyway I can. Whatever I can do for you guys will also help me and my art to improve.
Here is my portfolio with all of my works, there is a lot of "low poly" modeling that I just did for Autodesk, and am still doing I supose.
http://magalhaes.carbonmade.com
If you guys have no need of another modeler then its cool =). I would just like to say that I love playing the mod and that you guys have done an amazing job.
Cheers,
-SiN
PS: I don't really know what sort of poly counts/maps , file extensions and etc you guy are using. Would be cool to know what sort of thing needs doing and seeing if I can or can't help.
#2
Posted 09 July 2010 - 05:31 PM
I personally think it might be cool to do a "quick-transform LOD" where several versions quickly switch in a sequence that looks kinda like animation (so use up all 7 LOD levels very quickly)... This would be done for indoor areas for things like Dinner Plates and Bowls to make them really round up-close. (Don't know how practical that would be... might look too weird)... :laugh:
and
TDM The Best MOD. Period.
...
I believe that speculation and thought experiments occasionally yield valuable results and would recommend that more people speculate publicly. If this were done more often misconceptions would be cleared-up shortly and (more importantly) new ideas would be born. Please do not discourage speculation.
#3
Posted 09 July 2010 - 05:40 PM
We can always use good-quality, skinned models. There is a wiki entry here with some useful information about how to get started: http://modetwo.net/d...o_Model_for_TDM
Also a thread just above this one lists a number of models that would be useful. Are you any good at modeling hair? I personally could really use some medium-to-long hairstyles for use with our AI.
#4
Posted 09 July 2010 - 06:10 PM
Springheel, on 09 July 2010 - 08:40 PM, said:
We can always use good-quality, skinned models. There is a wiki entry here with some useful information about how to get started: http://modetwo.net/d...o_Model_for_TDM
Also a thread just above this one lists a number of models that would be useful. Are you any good at modeling hair? I personally could really use some medium-to-long hairstyles for use with our AI.
Hey Spring, thanks for the wiki link, very informative.
As far as hair goes im sure I can work something out, it just depends on what kind of modeling do you want, IE planes with transparency maps or "basic" polygon hair.
I can do polygon hair just fine, the transparency maps are a LOT of work though.
I think we could work something out tho, I would just need some more info and reference models and images to work on, anyway hair isn't a problem.
I might actualy start doing some of the statues and other things the above topic mentions..I can probably handle most everything in that page. Also knowing you guys are using normal maps opens great oportunites to sculpt in zbrush.
Also the main issue that I can see with the workflow is that I don't use blender or Max to do my modeling...usualy just zbrush and maya. So I might need a bit of help exporting everything just right. I will read up on the wiki to get my bearings. In the meantime feel free to pm me or email me with specifics about hair or any models you feel I can help with.
This post has been edited by Sin: 09 July 2010 - 06:14 PM
#5
Posted 09 July 2010 - 06:45 PM
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Yes, basic polygon hair is all we're using. I'm a low-poly modeler, so I don't really know how to get the high-poly detail needed for a good normalmap. Here's an example of our existing hair: http://www.mindplace...moner_heads.jpg
Most of our heads have short hair or headgear. We only have a couple of long hair versions to work with.
#6
Posted 10 July 2010 - 01:30 AM
#7
Posted 10 July 2010 - 01:19 PM
As nbohr said, we can also use improved models of our existing stuff, both "more high-poly" for close-ups and "more low-poly" for distant standins.
The two formats we use are .ase (more accessible since it is just textfiles and we also can now export them from DR) and .low (which I don't know how to work with as I haven't got the tools on Linux).
If you want to know more, please just ask!
#8
Posted 15 July 2010 - 08:10 PM
Tels, on 10 July 2010 - 04:19 PM, said:
As nbohr said, we can also use improved models of our existing stuff, both "more high-poly" for close-ups and "more low-poly" for distant standins.
The two formats we use are .ase (more accessible since it is just textfiles and we also can now export them from DR) and .low (which I don't know how to work with as I haven't got the tools on Linux).
If you want to know more, please just ask!
Ok guys, I need a few days to get my bearings but I will get on this as soon as I can. Some work came up for me and I need to get some things done.
I will come back soon to ask for files and/or reference images to start my modeling.

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