Showing posts with label 3dsmax. Show all posts
Showing posts with label 3dsmax. Show all posts

Wednesday, June 15, 2011

Back to Blender [finally]

With exams on the horizon I havent been too active with 3D work(s), but thats not to say I havent done anything.

The Ludus project is coming to a close (finally! Im seriously about to boot the whole thing out the door) and now Ill have time to focus on finishing my other 2 current projects, plus starting a third.


Not sure if Ive mentioned this anywhere, but Im trying to buckle down with projects at the moment. Leaving myself with 3 running at one time max, so once one of the 3 is complete I can take on a new project. This means that I cannot allow myself to get distracted with other projects (lack of productivity lately has forced me to try to rework my project and time management to try and help get more projects finished)
Any other projects I come up with get written down in my notebook and are pretty much forgotten, to be started when Ive completed some other project.


Either way, the Ludus project is finished, I completed the A2 poster for it a week ago, its pretty simple with a wide view of the cliff as the basis, the Ludus perched on the side in the lower right of the poster. The whole bottom of the poster is a 'making of' section which describes the process of designing the level and theres a few other interior shots thrown in around the place as well.




Heres a final shot of everything together:


I still havent finished the cinematic, but will continue to work on it over the next week or so before uploading.

And finally, I havent mentioned anything about my 2nd current project, the screenshot below is a sneak-peak, many people should know where its from, and what it is.

Wednesday, May 18, 2011

Thoughts on 3DsMax + More screenshots

First up, some more screenshots (even some interior shots) over in the thread at GameArtists.net.
I mentioned in the post how I failed at implementing most of the decals, some kind of lighting issues going on which I dont have the time to look into fixing right now, so most of the decals I made were just a waste of time. *sigh*


Onto current thoughts on 3DsMax (beware, long and drawn out):
So Ive been using 3dsMax pretty extensively the past few months and I cant help but compare it to Blender in several ways.



Its been painful getting into it, but Im slowly getting the hang of using 3DsMax to model and UV map basic objects. It bugs me however, doing anything seems to be overly 'bulky' and/or 'slow'. Ive put most of that down to me not being experienced with Max, anyone familiar with a 3D program will know that they each have their own little tricks and quirks, and once youve gotten to know the program well enough everything starts to flow better. But even telling myself this all the time, I still feel like my inexperience with Max isnt the whole problem. I have after-all been using it for months and know the in's and out's of modeling simple objects with it reasonably well. But for me it seems non-intuitive.
Nothing seems to be in the place you automatically think it should be, or even the next place you think it should be. Max seems to be the product of getting a bunch of uninspired programmers in one room to throw together a program, no consideration for the artists at all.

Sometimes even simple tasks take a whole lot of (seemingly) unnecessary steps. For example adding a new face requires you to find the correct panel, make sure your in face mode, scroll down to the panel within the panel which has a button labeled 'create', activate the button, then the viewport suddenly has verts appear (even though your in face mode) and then the user must individually click every single vert, plus the first vert again just to create the face.

In Blender you select 4 or 3 verts, then press 'F' and the face (either a tri or quad) is created. Done - easy - it makes sense and is super quick. (theres also a button in the UI which does this, but the hotkey is slightly faster)

Another example is UV-unwrapping a complicated object.
First you need to choose the correct option from the modifiers (theres about 5 different UV mapping modifiers here), then change the modifier into face mode (hidden in the modifier stack), activate 'Select by element' in selection parameters panel, press the big 'Edit' button in parameters to bring up the UV window, all going well you can then use Mapping>Flatten map to get some kind of flattened UV map. No idea about making seams for the UVs however, didnt have the time to try to work that one out properly, as it proved to be more frustrating than a simple unwrap of the object to begin with.

Blender however, select the object, tab into edit mode, select all faces, press U (or unwrap in the side toolbar), select method of unwrapping from the dropdown. You then instantly have the UV's flattened out and viewable in the UV window. Seams are as simple as selecting an edge and using the shortcut Ctrl+E to either mark or clear a seam, or again the button(s) in the tool panel.

Again, maybe its mostly a lack of practice and instruction in 3dsMax on my part. But it doesnt take much effort, after using both programs, to see which is geared more towards efficiency and less frustration for the artists.


Additionally I found that 3Dsmax sucked up ram to a point where I couldnt have it running at the same time as UDK (which is also pretty intensive on system resources). This lead me to having to import into Blender the initial Ludus model I made in 3dsMax, so I could have an interactive 3D version of the Ludus to refer to as I blocked out the level in UDK.
Along with all this, 3dsMax takes 2-3mins to boot up on my system, Blender takes 2-3 seconds.
3DsMax 2011 student version - 1.53GB, Blender 2.57 - 74MB



And I still remember the days when Blender was <20MB....

Final week progress

Got less than a week remaining for this project to wrap up (at least the major cinematic part, theres still one part of the project to do later but thats not so much 3D related)



The ludus is coming together well, Im just about finished making assets now, and the level has been rebuilt a bit for some extra rooms and the staircase connecting the ground level with the top, plus its all pretty much furnished as best as I can with the remaining time Ive had to work on it. Im starting on the new camera angles now for the full cinematic which will be rendered using Manitee.
I also spent a bit of time yesterday making a ton of decals. They should liven up the bland walls and texturing. Soon we'll be seeing walls with damage and chipped away surface, or the occasional stains, grime and blood splatters.

Last night I also got around to making a full 360 terrain object complete with mountains, which really adds to the overall environment. The terrain was modeled in Blender in about 10mins (would have had a migraine trying to do it in 3dsmax, Ill get to that in my next post)
Then I slapped on some rocky texture, which didnt really cover it properly (lots of stretching) but it doesn't matter because all of this will be in the distance, and UDK's DOF blurs the distant mountains anyway.


(thats the Ludus in the bottom right)