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how hard is it to become a level modeler?
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>>674020
Search for "environment artist"
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>>674020
there's lots of tutorials, if you want to learn about videogames and stuff like that try polycount, they even have a tutortial section.

http://wiki.polycount.com/wiki/Tutorials

there's also sites with paid tutorials like lynda pluralsight etc ...
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note to op: cod4 uses bsp which in a nutshell means the engine uses a brush based level editor that you apply textures on. It produces geometry but is not 3d modeling, it has been replaced because of the benefits of models over brushes.
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>>674028

thats the kind of look i like though. Can I get a job doing just geometry? I've tried high poly 3d modeling of characters and stuff but i suck at it :/
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>>674028

i mean technically i can "model" this map in blender, or maya, etc right? I dont have to use the brush technique right?
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>>674029
it has nothing to do with looks, its workflow. You can make the exact same thing in a 3d modeler, but with more freedom. Brush workflows use shapes and cuts to produce 3d, but with any 3d programs you can instead use all their features. The end result is the same.

For organics btw you will want to try sculpting. Sculpting allows you to focus on the shape and form instead of 3d technicalities. After you are done focusing on making the actual sculpt, you can make a proper model using the sculpt as a reference.

>I suck at it
Hard surface is much, much easier than organics. I know a lot about modeling but I am not an artist, I have trouble making sculpting forms but not modeling. My advice is to find a picture of a building you find cool and model it, since you are new I highly recommend finding one software you like and sticking it to. I use and recommend Maya, once you are comfortable using hotkeys and learn basic techniques you are able to apply them quickly, modeling has lots of quick tricks that are applicable to lots of things, BUT it will stick you if you apply it, tutorials are not enough. Also calm down jesus /3/ is one of if not the slowest board
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>>674031
I was distracted writing this if you other questions now I can answer them

>After you are done focusing on making the actual sculpt, you can make a proper model using the sculpt as a reference
forgot to say this is called "retopology", e.g. I retopologized my model
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>>674020
it's just boring
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>>674028
>Just paint your assets in bro
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>>674755
You have never worked in that field, I can tell.
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>>674020
Reproduce your own image in 3dsmax using .dds textures you made yourself, including vehicles and foliage.
Is that hard.
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>>674020
i kinda like the brush based workflow desu, even as someone who's been doing majority of their env art in maya for over like... 8 years now

i'm not sure if's just nostalgia for the look and workflow, or if it's actually quicker in some regard for certain things. i still think Hammer is a godly sketching tool, you could make stuff so quickly in it (even if it looked shitty)

if someone could give me a BSP / brush based 3d tool like Hammer, but allow me to very quickly add details to it w/ Maya or something, that would be amazing
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>>674848
>if someone could give me a BSP / brush based 3d tool like Hammer, but allow me to very quickly add details to it w/ Maya or something, that would be amazing
UE4 does this. You prototype the level with CSGs/BSPs or whatever, then you model over it in Maya. Unity can also do this, choose your flavor (ProBuilder, SabreCSG).

It's not like brushes just disappeared. Source 2 still rolls with the idea even. Just made it closer to mesh modelling. At least as far as DOTA 2 mapping or Steam VR Home mapping goes.
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>>674020
Level artist isnt that hard because you are mostly using already finished props made by other artists to populate a level. Eniroment artist is a bit harder because you have to be able to create whatever the level needs from scatch, including shaders and lighting. Enviroment artist is typicaly a role for the more experienced artists.
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>>674855
> ue4
unreal's BSP tools are laughable, but i've heard of probuilder and sabreCSG.

i just wanted a tool that's game engine independent, because i actually want to use it outside of game art. thanks for the info though



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