Game Development Community

3D Art Creation EBook for Creating Games

by nibbuls · in Game Design and Creative Issues · 11/14/2004 (6:27 pm) · 13 replies

Would anyone here be interested in an EBook that covers in detail how to create 3d art for games?

I would use GMAX (for modeling) and Blender for exporting. The tutorials would specifically cover things for those programs. They are both free, so everyone can easily obtain them.

Some things included would be unwrapping, modeling, texturing, working from concept art, animating, rigging, simple methods to improve the aesthetic look of your models, and easy ways to improve the performance of models in-game (like the triangle count). It would have several tutorials and samples of 3d models and textures, concept art (to practice with), suggestions for the industry in job searching and portfolios, etc.

This seems to be a little far off, because right now I could benefit from a book like this ;). I apologize about the lack of explaination. It's just in the back of my mind right now, but I may take some time to make it a reality if it gets some good feedback.

#1
11/14/2004 (10:33 pm)
As a programmer looking to better understand the art process, I would find that really cool. I've been looking for something torque specific to get a grasp on how it handles stuff like that. More so the rigging and animating.
As far as GMAX, considering that it's a free tool specific for certain games and not for torque I would rather see something with a low cost or free tool like Blender or Milkshape though.
Just my opinion
#2
11/15/2004 (6:44 am)
I believe that learning resources such as the example that you are describing is on the drawing board via the Associates and GG Employees for GarageGames Press.
#3
11/15/2004 (7:07 am)
GMax isn't free for use without a hefty licensing fee, so Blender would be the way to go.
#4
11/15/2004 (11:32 am)
I'd like to see gameSpace covered instead, it's priced so most indies can afford it, and you can get a pack that works really well with Torque so I'm told.
#5
11/15/2004 (11:58 am)
Ah, I wasn't aware that GMax costs money for commercial purposes. I guess I just wasn't there yet, in determining the legal possibilities.

I never have liked Blender much, so GMax may come as a more usable resource. I don't believe (of course I have to double check) that the liscence agreement says anything about making a resource for GMax, even if it costs money or is sold commercially. From my understanding, it is free to use for writing an EBook.

I'll leave purchasing the liscence to the purchasers of the EBook. The EBook is supposed to be a door to stick your foot into, which could help you to get some work in the industry. It is not meant, as some of you interpreted it as, to provide you with EVERYTHING you need to know about 3d modeling for games and apps. More of general info for 3d modeling, along with specific tutorials for things like adding bones to a dynamic model. It will help people get aquainted to the game industry, and 3d modeling.

@Charlie Malbaurn
I'm not sure if there's a script for Blender/Python to allow me to import *.gmax. I'll look into it before I begin writing the book. If there is, then you will be able to use GMax to model (which is what I prefer by 20 fold) and will export to *.dts through Blender.

Maybe a programmer could write a script to allow me to import the *.gmax. It's funny, really, that I have no idea about programming works, or any limitations of it, but I know the beginning of 3d modeling. It's like speaking 2 different languages, and neither of us can find any common ground. ;)
#6
11/15/2004 (12:12 pm)
Do you self a favor and learn the basics of milkshape it is very cheap and allows for all the setup of dts objects. After doing that completely ignore the modeling side of milkshape and download wings3d. Wings may take a little bit of getting used to the camera system but, it is very easy. Wings is IMHO the best modeling software out there and in fact I prefer to use it for creating my models over 3dsmax. You can export your models from wings as .obj files and then import them into milkshape for all your animation/texturing/node etc needs. The best part is wings is completely free. This route sets you back $25 for milkshape but as opposed to blender it has a much more user friendly learning curve.
#7
11/15/2004 (3:07 pm)
@Arland
That's a very good idea. I haven't been too pleased with Wings3d in the past, or milkshape, but I guess I can give them a second look. I think that I will go with Blender for exporting to .dts and Wings 3d for modeling and exporting to .3ds.

After taking a closer look at Wings 3d, I found that it is much simpler than any other modeling program I've ever used. I too like this more than 3dsMax7. I'm writing up a sample tutorial right now, which is broken up into 3 parts. Overall Explanation (Which is like the purpose, and tips), steps (...duh), and Detailed Ananlyses (explains everything that you did, why, and what else it can do). I'll post it here when I finish it.
#8
11/16/2004 (6:30 am)
The problem being that there's no reason to use GMax as a developer unless you own 3D Studio Max and develop the Gmax extensions and want people to mod your title. Using Gmax to create your game at the licensing cost is insane. Especially since that's not what it was designed for. It was designed for game developers to release extensions for their games so that the mod community could use it, keep their game alive, and eventually move to Max if they became commercial developers.
#9
11/16/2004 (5:20 pm)
Here's a sample of the first tutorial. I think that even an idiot could understand it... ;) It's only the first part of it, and before this, there will be an explanation of Wings3d. Try installing Wings and doing this tutorial. *Note: It will have lots of pictures, but the GG forum wont let me paste it directly from Word. I don't want to have to upload them. Too lazy.

Lesson 1: Your First 3d Model
Overall Explanation
This tutorial is designed to explain a few main features of Wings 3d. It is filled with tons of information, so make sure to memorize all of the effects that happen when you do certain things. Also make sure that you understand all of the words, by checking the glossary. This tutorial will help you make a simple, odd tree.
Steps
Open up Wings 3d. In the main window, there should be a grid with 3 different colored lines along with many gray ones. That is where you can look at your model in a 3d environment, as well as modify them. Right click on the grid and select the box right next to 'cylinder' on the pop-up window.

In the form that shows up, type in 8, to replace the 16. There should be 4 triangle shaped buttons toward the top of the screen, in the middle. Click the one that is 1 away from the right (With one side completely red). Click the top of the cylinder, so that it turns red. Right click anywhere in the gray window and select extrude then normal. Move the mouse so that the top of the cylinder comes out a little bit from the original shape. It should now be slightly taller than before. Right click again, but this time choose bevel. Move the mouse to the right until the shape stops changing. Follow the extrude/bevel steps until the top of the model comes to a point. It should only take about 3 times. Use 'tighten' with your whole model selected. Do this by selecting the completely red triangle on the menu bar at the top of the screen. Press the space bar, and then click on your model so the whole thing turns red. Use the right-click pop-up menu again, but this time to select tighten. Move the mouse to the right, until the model begins to resemble the below picture of it.

Click the rightmost pyramid at the top of the screen and then click your object within the gray window. It should turn entirely red. We are now going to skin the model.

Right click anywhere on the screen, make sure that the model is still all red. Go down to the last option and select 'UV Mapping'.
#10
11/16/2004 (5:42 pm)
George,

A general rule of thumb when making a tutorial is to number the steps invloved...

This is a good overall format to follow, similar to the Visual Quickstart Guide series format:


Heading (...e.g. "About Joints")

Description of what this tutorial will do. Usually 2 to 3 paragraphs.

Tutorial Title (...e.g. " To create joints:")

1. blah blah blah.... keep these steps short and concise! 2 to 3 sentences if you can.

2. blah blah blah

3. blah blah blah (see figure 1.1)

4. blah blah blah

5. and so on....


Tips (...helpful hints and suggestions)

- Tip number 1
- Tip number 2
- Tip number 3


Conclusion/Wrap-up

Short paragraph here concludes the tutorial.


...Whatever you do, George, do not write long-winded paragraphs of sentences simply strung together. The reader's eyes cannot follow this easily. Think about it, they are going to read one sentence/instruction and then try to do it on their screen. That means they have to look away from what they're reading and then look back, so if you don't number the steps, it's very difficult for the reader to keep track of where they are in your tutorial.

Hope this helps you :)
#11
11/16/2004 (7:47 pm)
Thanks a lot.

I'll try to redo the tutorial in the next day(s).
#12
11/17/2004 (6:31 am)
@George

Please don't take this as an offsenive comment but I think you need to learn more about your application before you begin writing tutorials about it. Saying things like "see those three colored lines" isn't helpful or useful. What exactly are these lines and what do they do? People need/want names and proper descriptions for what they are doing.

IMHO The whole purpose of writing a tutorial is to teach the end user some sort of task or trick (and to do so convincingly), not to have them aimlessly wander about with you. As such I think you should go back and learn your application first, then read various professional tutorials to see how they do things before starting this again.
#13
11/17/2004 (2:01 pm)
No offence taken.

I understand that this tutorial was poorly written, and with no explaination. In the next version, I will include some more in-depth descriptions and follow the format given to me by Will Harrison. By the time this tutorial appears in the EBook, the user will have already been explained some things like the x, y, and z axis.

I am learning this application now, but this is as much of a learning experience for me as it is for the reader. ;)

It will probably be free anyhow (if it gets finished). I'm worried about taking up another task (which is writing this book), because I already have Sanctus Legacy Online, which is a huge commitment, and I'm making a small movie for a client.

*Note
I'm cancelling the project (at least for now) because I just have too much on my plate. The movie deadline is now this Friday at 6:00 pm, and I only have a few more available hours. It seemed do-able, until I spoke to my client and they decided that the picture was too fuzzy, which was a problem with the camera they shot the movie scenes with. So now, because of my client's inability to communicate, I have to do most of the movie again, leaving only the formatting in tact. Had I used a better movie editing software, I would be able finish it, but it's going to have to be late.