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Game Design & Programming 101, cout << "Updated 11th February" << endl;
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nevic
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Aug 6 2008, 12:54 AM
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Getting Started

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Anyone interested in learning maya to zbrush,and import to unreal engine 3 i am gald share my knowlage here and i would also hope to meet people that share along.
I am a fulltime freelance working for a game company in Hong Kong . We are basicly an outsourcing company doing various project from japan and america company.Game developement piepline from modeling to importing to engine are my specialize.
Anyone interested of understanding game pipeline can post here ^.^
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nevic
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Aug 11 2008, 02:43 PM
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Getting Started

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Game pipeline is basicly a foundation on ,how u use between software,when is the time which software is more faster to produce something that basicly takes more time then other software.
For example,a basic game pipeline for a next generation game (character) is low ress construction in maya or max,export it to zbrush for high poly construction , normal map baking (normal map can make something low polygon looks detail and with proper apply of texture maps can achive the likes of high poly finishing),then moving to the texture part in photoshop,apply animation,and export it out to game engine for usage.
This is not the only working way,but it is fast,due to the time we save using zbrush to construct high poly model.Before zbrush is a more mainstream program,we used maya or max to construct high poly model,it's is not wrong,but it depends on what are you trying to build,organic model,human,monsters,are faster to produce using zbrush,while hard surface for my own preferences i sometimes still like to use the old fashioned way that is build the high ress in maya and bake the high poly normal maps.
I hope this help^^if there are any question,i'll do my best to share with you guys.
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nevic
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Aug 12 2008, 12:19 AM
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Getting Started

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Basicly what i do is create an alpha channel in photoshop in the texture map that applies to the diffuse channel shader.A 32bit targa file will be able to store the information of an alpha channel.
basicly there are red blue green channel for an rgb format image,u are able to create another channel , alpha channel,to tell the shader in (maya or max) to use black and white color in alpha channel to recognize if the certain object is transparent(black),half transparent(grey),or solid(white).for example when i do hair for game models,i will use alpha channel to make the tip of the hair looks more convincing by drawing black at the alpha channel in the tip of the hairs uv.
Hope this helps,if it's not clear enough please inform me ^^
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