I don't know much about Blender, but 3ds Max is pretty easy once you get the hang of it. It may look like a lot of buttons, but there are only a few you really use. The rest are for very specific things.
http://www.youtube.com/watch?v=gDT0Pz1UtWM
Here's a plane modeling tutorial for Maya, which taught me a lot.
(11-26-2013, 05:15 PM)Pik Wrote: [ -> ]
DAT Liara, I would SO play a Mass Effect game in that style. Slap that sonofabitch on a 3ds and I'm sold.
I feel like I really need someone to teach me to properly do something. once i get the besics i may start producing something
I'm taking 3D modeling in january and we're using Max and Maya so once we start doing things I can contribute :p
(11-26-2013, 08:17 PM)Gwen Wrote: [ -> ]I would SO play a Mass Effect game in that style. Slap that sonofabitch on a 3ds and I'm sold.
I have Lightwave, but I'm inexperienced at modeling. I definitely don't know what I'm doing when it comes to textures either.
HEY HEY NIGGAS
Guess who just tried Blender!
So far so good, I ran into many problems but finally i have the basic shape!!
Also I am experimenting textures, but apparently they're being appiled INSIDE the model rather than the outside. Can anyone help?
Bonus round:
Please kill me
Nice brah!
As for your texture predicament, that's weird. When textures are applied to a model, they should be on both sides. aka, whatever's on the inside should be on the outside. You learned about UVs, right?
Also, is that third pic made in zbrush?
wa woo we wa
lookin good gors
idk what the prob is there on the textures
man guess i should actually fumble around in blender myself for reals this time, learning new stuff is hard
(12-01-2013, 09:00 AM)Pik Wrote: [ -> ]Nice brah!
As for your texture predicament, that's weird. When textures are applied to a model, they should be on both sides. aka, whatever's on the inside should be on the outside. You learned about UVs, right?
Also, is that third pic made in zbrush?
no, it's the same model, but with smoothening filters and shitty texture maps.
as for the 'correct' texture model, as you can see, the rest of the model is transparent black. but the applied graphics can only be seen when i rotate the model backwards. What you actually see there is the model's back.
the weirdest part, though, is that theres a long-ass triangle on Gilbert's head but I cant find it, and the even worse part is that somehow it is connected to his belly (??) really i have no idea.
anyway characters are kinda difficult to make, though its fun to see it taking shape. I will make some experiments and then find out how to make floating objects, such as hair, skirt, cloth in general etc.
I've messed around with Wings 3D, don't know how to texture honestly.
I don't know if it counts, but I wanted to contribute.
I think not. I think the only way low-poly models would return is through fan games, in my opinion.
Yeah if you can make the characters look charming and loveable it doesn't matter how low the poly is. I love the way the Wonderful 101 looks.
I have a feeling low - poly models for Indie - games, will be making a comeback pretty soon, maybe in a couple of years ;3. The last generation on indie - gamers used the styles they grew up with, like the 8 - bit and 16 - bit graphics. I would assume my generation, that grew up with the n64, and the ps1, would attempt to create their own indie games using low - poly 3D graphics.
However, there is the problem of 3D graphics generally being very difficult to reproduce. Maybe advancements in technology will make it easier for people, who knows :p. That never stopped Notch or Phil Fish. We'll just have to wait and see.