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Posted

So, I'm a novice level design artist, been working on a map (de_hierophant, which is being renamed and re-themed in the near future), etc.

I'm wondering...if I wanted to start working on my own custom assets (namely props, I can't really make new textures worth anything), what's the best way to get started with that?

What's some software that I should take a look at using?  I'd prefer to learn something free, really.

The first model I'd want to invest time in is modelling a staircase for the 'mid' section of my current project.  Any suggestions and advice would be welcome, I appreciate any help in advance.

Posted

I figured it would be one or the other, but I wasn't sure which one.

Is one any more user friendly than the other?  I think I tried out 3ds a long time ago, but I haven't really messed with it since Autodesk turned it 3D Studio Max to '3ds'.

Posted

I've used both and if you can find a good run through of the interface (the help files are typically pretty good here) than you're more or less set to go on either one. Personally I prefer 3DS Max because I find I can model a little quicker in it. Also from what I understand UV mapping is easier to accomplish in 3DS. But it comes down to personal preference. I find a lot of job ads seem to be specifying Maya lately so that is something to consider if you are in the job market. You should be able to get a student version of either for free through the autodesk website.

 

If you're looking for full free though without any time constrictions like Autodesk applies, Blender is your best bet. I've seen some really good stuff produced out of that package too but if you have experience in any other 3d packages the user interface will through you off pretty bad at first.

Posted

Saying Maya or Max are better is useless, you should go check em both, for me max interface is a mess and for others Maya's interface is a mistake, so just download trial versions and checkem out :)

Posted

I am trying to learn some modeling too and would like to know if I am allowed to do this:

 

http://s16.postimg.org/it1lqsm6t/hmm.png

 

Basically I don't need all those cuts on the next face so I have merged vertices to that corner. The tutorials I have watched so far haven't given clear answers to this.

 

Anyways, some good tutorials about optimization, low poly or whatever you call this kind of stuff would be appreciated, if you happen to know some.

Posted (edited)

I am trying to learn some modeling too and would like to know if I am allowed to do this:

 

http://s16.postimg.org/it1lqsm6t/hmm.png

 

Basically I don't need all those cuts on the next face so I have merged vertices to that corner. The tutorials I have watched so far haven't given clear answers to this.

 

Anyways, some good tutorials about optimization, low poly or whatever you call this kind of stuff would be appreciated, if you happen to know some.

 

I don't know of any tutorials but what you are referencing is termination to reduce the polygon count down. This is perfectly acceptable and is in fact a good practice. For hard surface modeling like you are doing it is fine to do it that way although I think you could probably optimize it even more (i.e. take the support beam and terminate both edges to 1 vertice on the overhang, and remove the connecting edge from that vertice to the center thereby removing 2 polygons for your sectional. So long as you model in quads. If you were doing some organic modeling and/or rigging it for animation you would want to be more aware of where your terminations are and what kind of deformation the animation will result in. Here is how I would do it...

 

The Light Blue points are your remaining vertices after vertice welding. The Purples gets welded to the light blues. and the red edges get removed. The yellow lines represent new connecting edges for the purple vertices that got welded on to the blue.

 

NegDOTE.png

Edited by Sigma
Posted

Thanks a lot for your response Sigma, very helpful. Now I think that I can try to finish my first model with no worries :P

 

One more thing though. Should I also remove unnecessary edges that get created after I have applied mirror/symmetry modifier to my model if I used one?

Posted

Thanks a lot for your response Sigma, very helpful. Now I think that I can try to finish my first model with no worries :P

 

One more thing though. Should I also remove unnecessary edges that get created after I have applied mirror/symmetry modifier to my model if I used one?

 

I don't know what package you are modeling in. But combine all the elements together into 1 mesh and than you can repeat the same process as above to optimize it further.

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