Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 16 10-08-2010 , 08:19 PM
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House_7

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# 17 10-08-2010 , 09:34 PM
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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
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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
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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
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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
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C*C welcomed

House_8

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House_3_Texture

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# 22 25-08-2010 , 02:18 PM
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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




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# 23 25-08-2010 , 04:15 PM
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Color - > Photoshop
AO -> Xnormal
Normal map -> Crazy Bump
Specular -> Photoshop

# 24 26-08-2010 , 11:10 AM
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Top work! good luck with the project. user added image

# 25 26-08-2010 , 03:05 PM
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Really good work.

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


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# 26 26-08-2010 , 04:18 PM
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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
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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
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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

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