

Now I have time in my life to pursue this although by less than traditional learning paths. I had wanted to study Game Dev when I was an undergrad but back then there were no programs in Michigan for that and I had a baby on the wau so Electrical Engineering trumped my own desires.
#Youtube blacksmith3d free#
Thanks God for Youtube, free lectures on itunes, Blender Cookie, 3DBuzz, 3D-Coat tutorials, and many more. However I have treated Youtube and several other sites including this one now, like a online university. I had to drop out of the program becasue i had used up all my financial aide on my Engineering and Physics degrees)-: I have children still in college so I just couldn't afford the luxury for Game Dev school for myself. The Art courses and Adobe Photoshop courses have proven to be very valuable. That's a lot to have learned in that time frame. Thanks for the pointers you all have shared with me on this thread and others. I think it will get the young people interested in Art, Math, and engineering.

My end goal is to not only publish my games but to teach game development in some Detroit Metro Area after school or Church programs. Since that time I have made Characters, working levels, written and debug Unity C# script and Torque script, and now getting better grasp of Sculpting and texture painting related topics. I didn't even know what UV's were nor bones (as they relate to animation) for that matter. In Nov 2011 I was trying to make a box in Milkshape (very cheap but cool Modeling Program) ans struggling and also trying to put a bought character into the Torque engine and struggling. To sum up how good I 'm feeling about now let me share this. Some time I have to stop and take a breath because I'm still amazed at the few things I was able to do in 3D-Coat this past week.I probably will get the final version of my main characters done correctly over the next few months which is much sooner than I had anticipated before I came back to 3D-Coat and Blender. I regret I spent so much time rigging in Character Studio in 3Ds Max, Great Program but expensive, because I found that Rigify is Blender is the pretty much the same thing and it is not a student license. Looks like I can pull it altogether nicely with a better grasp of these two programs. I got a good enough start in Unity 3D and other programs for now. I'm gonna spend most all my learning time in 3D-Coat and Blender this week. The videos you share were along lines of the next questions that I was about to post here. So many times in the past I got something in one of my programs to work and moved on to quickly before mastering and documenting all the steps and found myself having to relearn it again weeks later. Lately I have been caught between the joy of getting the various things to work and repeating those task and actually working on perfecting the model for the game. I will study those and enjoy working on the improvements afterwards. Using Materials, Masks (should be called Stencils to avoid - Thanks for the tips and videos. There are plenty of others, too.like Blizzard or UbiSoft, etc. You can probably find some good stuff/ideas watching Blur Studios trailers, too. You can load those images into the image picker, and have them right there in the viewport, for easy access. Did I mention to always use reference material? Scour the web for examples you'd like to emulate, and store images in a reference folder for the character. Even the best artists out there make this a regular practice. Secondly.always, always, always use plenty of reference material. Every artist faces the temptation to cut corners, but when you see great art.it's usually apparent that a lot of work went into it.

Being efficient and cutting corners may seem synonymous, but they are different animals.Ī good Pain and Body man can do a bang up job on a repair and be efficient.or he can purposefully cut corners and it will show. I would also suggest connecting here armor all the way around the back (maybe some shoulder straps added, too).Ĭouple of helpful things to keep in mind.anytime you are working on a character, DO NOT go in with the attitude to trim as many corners as you can. Also bring some high res fur texture into the Materials Pallet > enable just the depth channel, and paint some fur bump/depth onto the fur areas of the character (so it doesn't look too flat). then mask out some of the Cheetah texture layer, in the neck area, and possibly under the arms, feet, and the palms.
