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>> No.368481 [View]

OP,
FYI, Unity actually does not read .blend files. When 'loading' .blend files, it opens up Blender in the background, converts it to .fbx and then imports it.

http://docs.unity3d.com/Documentation/Manual/HOWTO-ImportObjectBlender.html

I have been using Blender since 1.7 and am currently also using it at the place I work in combination with Unity. In this case I export my objects directly as .fbx

>> No.368272 [View]

>>368215

Anon, you are talking nonsense.

For computing and rendering Blender uses the CPU (just like other 3D packages). However, it is able use the GPU using CUDA, which is an extra functionality and must be enabled in the settings.

For real time game stuff, Blender does use the GPU, just like any other game. Why? Because in that instance it is working as a game engine. Duh.

I think OP only needs to tweak the settings, but simply does not know how to get the optimum results.

>> No.364726 [View]
File: 306 KB, 1160x492, 01fix.jpg [View same] [iqdb] [saucenao] [google]
364726

>>364697

Sorry, but do not feel like do one more. It's 23:18 here and had a long day.

But the gist is

Only add polygons where they are needed, i.e. very curved surfaces.

Avoid too small detail/polygons. Pointless.

Avoid oddly shaped quads. They won't be triangulated well.

In general, pick one angle for smoothing and use it as a guide while modelling.

>> No.364692 [View]

>>364690

To be honest, that seems to be a very bad method to do it.

This car is so low poly, you would get much better result by modelling it directly. The mesh looks rather bad and inefficient.

>> No.364688 [View]

addendum

Actually, looking at your model, it looks like the angle of that area is very sharp. You might have to remodel it.

>> No.364686 [View]

Hi OP,

what software are you using, and how are you exporting your model?

If you let Unity calculate the smoothing angle of the mesh, you can get ugly results.

In the Project view select the mesh and use Assets->Import Settings...this allows you to give your meshes a smoothing angle or disable automatic normal generation, in which case Unity will read it from the FBX file directly.

Then it will depend on how you exported the FBX file on the result.

For example, Blender does not properly export smoothing in FBX.

>> No.363662 [View]

>>363547

Don't use a font. It's the wrong way to go about it Just model the letters using basic shapes. you can then use shrink/fatten to blow up the shapes, or maybe use some suitable modifier.

>> No.363625 [View]

>>363563

I think you would have few problems. I have 5+ years experience (both in core games and casual) and I think you would have no big problem landing a job at a studio that makes AAA games. Mostly highly realistic AAA projects need high poly hard surface modellers. With the next generation of graphics around the corner, I think there will be a growing demand for this kind of work.

It would help if you're also good at texturing, besides shading and lighting. For the rest, it just depends on the quality of the work you have done. And indeed, I'd say the market is better in Europe than in the US.

>> No.360675 [View]

>>360547

Hi Phil, nice to see you again here :-)

>> No.360489 [View]

>>360448

OP, the problem is production workflow. If this is geared towards software like Maya or 3ds (in case of game studios there also need to be compatibility between 3D software and game engine) someone who only knows blender is useless.

I work in the game industry at reasonably big studio (~300 people) and I use blender at work daily. I'm in control of the final artwork, which is also usually 2D, so if I use blender along the way this causes no problems.

>> No.355943 [View]

Bad models, bad textures, bad render.

Very bad example to compare this with max/Vray.

I do love Blender and use it in a professional capacity though.

>> No.354073 [View]

Hi OP,

how does the client intend to print it? If it will be printed on a banner or similar, the printer usually uses a large half-tone pattern, so any pixellation won't be noticeable.

I would recommend making a large render and do some post processing in photoshop, dirtying it up with some textures, noise and scrathes for a rough look. Any impervections will be masked by that.

>> No.352691 [View]

>>352676

I agree. In a studio where I used to work (they made FPSs) the general rule was to really dirty stuff up. If an object has a normal map, specular map and sometimes a displacement map, it's a waste not to make maximum use of it. Players like the detail.

>> No.351392 [View]

>>351378
There was a similar question in some other thread some time ago.

>>348797

Two programs which were mentioned are Gmax and Metasequoia Free Version

>> No.351177 [View]

Hi,

I might be able to give a better answer.

1. It depends. Point 'n' click games are the easier kind of games. Technically you don't even need to use a game engine, you can make a point 'n' click game using webpages.
Do you ant the game to be fully 3D, or have 3D rendered images, or 2D images with 3D characters?

There are several game engines freely available to make point 'n' click games with a varying degree of difficulty.

- GameMaker Studio
- Adventure Game Studio (AGS)
- Blender has an integrated game engine using easy to use logic bricks.
- Unity

2. You have to ask yourself what kind of 3d artist you want to be. There are several specializations, with some overlap. You have vehicles, weapons or objects artists who specialize in hard surface modelling and character or environmental artists who focus on organic modelling. it helps if you know the basic principles of both. It is good to know one of the most used programs like 3ds Max or Maya. For organic modelling Zbrush is often used. Then comes the creating of materials and textures, which can also be a specialization as a texture artist, for example. But this is mostly 2D work.

Personally I'd say that knowing how to sculpt is always useful to be an effective artist.

>> No.350356 [View]

Hi OP,

I'm interested in hearing more. At the least I might be able to point you in the right direction. Is there some way I can contact you?

I've got experience as professional game artist.

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