🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Advices about 3D game modeling

Started by
1 comment, last by Scouting Ninja 9 years, 11 months ago

We would like to get advices for 3D modeling. Specifically about: Hair design, eyes design, tips (or tutorials, if possible) for fluid human motion animation, help for UV Mapping, and that would be all for now.

I would really appreciate any help. Thanks in advance.

P.D: I'm not a native english speaker, sorry for any misspeling.

Here is the base model we have:

13.jpg
14.jpg
15.jpg
16.jpg
We use Autodesk Maya for modeling.
Advertisement
You could look up "Full Body Inverse Kinematics" (FBIK)

http://download.autodesk.com/us/maya/2010help/index.html?url=CSS_Posing_skeletons.htm,topicNumber=d0e309640

I use the BEPUIK plugin for blender (which is an FBIK solver):

http://blenderartists.org/forum/showthread.php?279052-BEPUik-Full-Body-Inverse-Kinematics

I think I should make a tutorial on the whole process, but I am still struggling to get my workflow going smoothly (so much to do)

They call me the Tutorial Doctor.

If you want to improve your mesh you should learn edge flow and topology, it will also make working with the UV maps simpler.

Learn textures and shaders to improve the look and lighting of your object, learning each map on it's own to keep it simple.

I advice in this order: diffuse map,specular map,shininess map,normal map and light map.

If you use physically based shading: albedo map,specular map,gloss map,normal map.

For hair you should search polygon hair modeling tutorials and collect references on hairstyles.

This one is for blender but the concept remains the same: http://vimeo.com/15274535

This topic is closed to new replies.

Advertisement