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Programmer here who aspires to make small time 3D games.
If I am going to make 3D games on my own without buying 3D assets, I'll inevitably have to learn to model - texture - rig - animate.
I am not artistic at all and have difficulty thinking like an artist when they draw (making shapes to base other shapes on). Do you think it's worth getting into?
What would be a good character creation tool for the very beginner?
All tools are valid.
A master will make a masterpiece with just a stick and a pile of shit
A noob wont make anything even with the finest tools.

For all you mentioned above there's fuckloads of software paclages that can do it.
You could go with just Blender and substance painter. Or with something complicated and clusterfucked like Maya Zbrush Substance, or 3dsMas 3dCoat.

Lots of choises. Blender is a single application that can technically do anything, except it sucks big balls at texture painting.
why not just make cool games like https://www.youtube.com/watch?v=CpPjk6MCWKk

It would be much easier to tackle as one person team, and you as a programmer you could concentrate on what makes video games, games - the gameplay.
You want to save money by spending time, but you don't realize how huge an undertaking "I'll just learn 3D" is.
It took you years to learn to program at a point where you could make something you'd actually show off, it'll take that long or longer with 3D.

Honestly you should 100% use free (stolen) assets off Deviantart, yobi3d, themodelsresource, t3dm, and so on and just use those to make a mockup of a game.
If you have working solid game MECHANICS you can use that to attract a person or people to make 3d models for you.

>but I don't want to work with someone else!
You're not going to succeed by yourself, you have to be an absolute prodigy.
I could. But all ideas I have developed until now require human character models. Not intricate ones but still. Could be low poly.
You are right, seems this is the way to go.
>could concentrate on what makes video games, games - the gameplay.
Visuals sell. Let's be honest, I, and many other people, wouldn't even bother looking at that gameplay video after seeing trash-looking thumbnail. Gameplay is important, ofc, but you need to make the game look pleasing and atmospheric.
When people know the game is made by one person, they also got lower standards. And as for what sells, I agree that visuals sell, but I think marketing is even more important. Indie cannot spend so much money on marketing. They rely on other people's reviews to attract more people. When the game has nice visuals, but no gameplay, it is much harder to get people to buy the game from those reviews.

The visuals are very important, of course, but I don't think that is the main thing that sells indie games.
For Indies it's mainly nostalgia (like visuals), gameplay (originality, re-playability), difficulty, fan factor.

For triple A it's more of how good does the cinematic look like, what is going to be in a loot box, is it sequel.

I'm not a game dev, and I only play indie and smaller studios games, so I am clearly biased, but since OP wants to make the whole thing on his own I think it is still best to just concentrate on what he already knows what to do.
Would it be too hard to model/rig and animate a ps1/ps2 tier human character but with maybe higher res textures?
so is it a texturing, or rigging question?

If the model is the same size, but with just 2k texture instead of 256, then you would rig it exactly the same, since it's the same geometry.
Well, I am asking that, if I say start watching/reading tutorial for a few days, will I be able to texture-rig-animate at least a ps1 tier character?
Do you want to make your own character that would be of a ps1 gen character poly count, or use a ripped model?

You could probably do that in as short of time as one sitting, but you are not going to be as good at as anyone with more time invested into it.

It depends on your standards. Do you want to make awesome animations with good deforms or https://www.youtube.com/watch?v=yNVjvWuw6QI
For my first game, I wouldn't mind having even garry's mods tier animation.
so if you question is:
Is it possible to make a low poly model, rig, texture and animate in one day, then yes it is.
You can judge how lond something can take by looking at the length of e.g. https://www.youtube.com/watch?v=ocLZNRasU64&list=PLFt_AvWsXl0djuNM22htmz3BUtHHtOh7v

Can you do it? I have no idea how good you are at learning, following instructions, being motivated and critical of what you make.
Making 3D assets is pretty easy these days, "modelling" a character is essentially the same as playing the Sims when you have the right plugins in your 3D modelling software. Anyone can do it.
polycount and blenderartists are both great forums that have paid/unpaid job threads. Amidst all the rev-share patreon bullshit I think the more important question you should be asking a more specific question. At what point in development is an artist willing to sign on to a rev-share project. What do they need to see in your presentation before they are convinced you are worthy of their work?
It's maybe easy if you have very low standards.
Does the daz models look good to you?
Days? No.
Month? Maybe, If you are already good at drawing and also have enough experience of sculpting.
Any starting points as in tutorials for the complete beginner?
What part of "Model - Texture - Rig - Animate" should I learn first?
I'd prefer Blender.
I can recommend this short introductory series: https://www.youtube.com/playlist?list=PL9057AB8E3C66AE80

Focus on the fundamentals, so that when you reach an intermediate level you can switch easily between Blender and whichever other suites you want/need to use. (You’ll eventually reach that point, since no generalist 3D suite can compete with specialized tools for texturing, simulation, compositing, etc.)

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