Midz13 wrote:Hey guys hope this is the right place to post!
Just started learning Maya, and this is my first foray into gaming modeling. I studied for 4 years in Architecture and got my BSc, but left as I wanted to pursue gaming instead, and always have.
https://sketchfab.com/models/ed6ca1fa35 ... 1850c6eb52
This is the first model I have ever done. It's yet to be textured and I aim to learn that as well.
I'm working on another model that isn't finished, of a skid loader forklift for a friend.
So skills would include:
Fairly decent knowledge of building anatomy and construction
Good 3D modelling skills, but basic knowledge of Maya at present
Good research skills and keen eye for details
Let me know if there is anything I can do to help!
Hey Mike, sorry I've not gotten back to you been busy with r/l stuff etc.
I studied Engineering/CAD before moving to Game Design so I come from a somewhat similar background and in some ways, it is much harder to come from this kinda background as modelling in CAD/Design software and Game Modelling (especially for an older game like BF2) are two totally different ways of working and you have to basically re-learn how to model things.
Basically, when working in CAD/Design software, you're trying to make things as accurate a possible, regardless of anything else, where in Game Modelling, you're trying to make something only look good, while keeping it as optimized as possible, where accuracy is somewhat irrelevant as long as it looks right and is going to work well in-game both in terms of performance, moving parts and making it look as nice as possible.
For example, when even drawing a circle in CAD, you don't specify how many sides that circle has, it is simply a circle and the rendering software makes it as smooth as possible. However, in game modelling, you always need to specify how many sides a circle has (and will have a default of something like 12 sides or w/e), and basically how many sides you give a circle very much depends on how big it is, and how much detail you're going for on your model based mainly on the kinda tri limits the engine/game has.
Your tank, for example, has loads of model details that simply wouldn't work ingame, especially on a game like BF2, just to pick one example would be the tracks, where in BF2/PR, tracks are just blocks with a texture painted on them with a normal map that makes them look far more 3D than they really are:
https://www.realitymod.com/forum/f189-m ... racks.html
Other details to have far too much detail for their size/relevance to the model and so on but I wouldn't worry about that, best to just view this model as a learning experiance
It took me quite some time to get my head fully around that issue when I first started modelling for PR (started off as a Mapper) and it took me quite a few attempts before I truly got my head around it.
Anyways moving on, I would suggest that you switch to 3DsMax9 (9, not 2009, not 2017, version 9), especially if your going to look into modelling static objects (ie buildings, which is a good place to start, especially when regarding your background) since a big part of making statics is in the exporting process (which is pretty simple) but can only really be done in Max9. Yes you can port models from Maya to Max but it is a pretty complicated process and you're better off just making them in max to begin with.
Next I would follow this tut if you're going to look into statics, start off with something very simple, I can't stress that enough. All to often people start with too big a project and get caught up on the complexity of it rather than overcoming the basic issues they need to learn before attempting something like that.
https://www.realitymod.com/forum/f189-m ... cture.html
There is also this tut here too which goes more into UVing and Texturing statics, which is also the oppsite way round from UVing/Texturing weapons/vehicles etc, since with statics, in BF2 at least, you UV to the Texture, where with weapons/vehicles, you texture to the UV, but ye wouldn't worry about that for now:
https://www.realitymod.com/forum/f189-m ... co-v2.html
Midz13 wrote:In regards to the roof, does anyone (modelers out there?) know how to do the roof? I imagine a flat surface with an image wouldn't suffice? Would rows of tiles be enough? Or should each tile be modeled... I'm more inclined just to create rows, but let me know your best technique. I'll obviously do some research too on techniques.
It depends on the roof but generally speaking, they are flat plane with a texture applied to them. Best to look at other models in game to see how they were made:
As for furnishings, best not to worry about them for now, they are best added later on but I don't think we have many WW2 era props right now.