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ShirtsKing last won the day on February 26 2015

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  1. How To Create A Rose In 3ds Max (part 3) We are at the final steps of creating the rose. All that is the leafs and the stems and you will have a completed rose made by using only lines, modifiers, and a few other tools. After finishing these tutorial, if you find any other methods to create a rose or get to the the same end result, please feel free to leave a comment below explaining your method as all of us here at Indiegamesourse are always eager to learn. First using the line tool in front or side view, make a line going down the length you want your stem to be. Give it the general shape you want it to be stem to be. Also using the circle tool make a circle, the size does not matter. Convert your line to an edible spine. Select your vertices and convert them from corner to smooth. Using the loft tool, select the line, then click loft and click "get shape". Pick the circle to create a new object. The stem might be to large or small, select the lines going across and scale the stem to the size you want. Add lines for the leaf's stems and repeat the main stems process. Instead of doing a uniformed scale for these steams, keep scaling the outer most ring a little more until you can collapse the end ring. While on Vertex mode, turn on soft select and add some curves to your smaller stems. You can also move your smaller stem's origin point at this time. Create a Sphere and use the melt modifier to give it a pointed-dome shape. Then with soft select still on, push the vertices in on on side to create a thorn. Mess around with the shape until you are happy. Clone the thorns all over the stem. Don't overpower the rose with thorns but make sure it is protected. Using and PNG or TARGA with an alpha channel, apply it to 2x3 square plane. adjust it so it looks as close as possible to the smaller stems geometry as possible, and then throw a turbosmooth. Correct the geometry and repeat for other stem. Make another Sphere, cut it in half, and use it to cover the bottom of the rose and top of the stem. And you're done, congratulations, you have just complete modeling a rose. Add some lighting and pop out a render to show off.
  2. How to Create a Rose in 3ds Max (Part 2) Welcome to Part 2 of a 3 part tutorial. With the petal completed (click here for Part 1), we can start to assemble the rose. This part of the tutorial is where the more reference photos you can find and go back to, the more realistic your rose will come out. You can also add personal touches as you feel needed. Each rose you will ever create will come out a little different from the last, so feel free to try different things and see how they work out. Rotate your rose petal 50-70 degrees (depending on how wide you made it) and under number of compies, enter five. You do not want the rose petals to overlap each other to much because that will mean just more work for you in the end. Make sure the rose petals are not running through each other or overlapping. You can make some a little more forward, or others tilt a little back to help. Take the first petal you created and rotate it back 15 degrees. Then increase the size slightly and clone it around like before. You don't have to use five, but just use enough to cover the rose. Always double check that none of the petals are running into each other or overlapping. Continue doing the same process for the next layer, but in this layer it is fine to leave some gaps in between some of the rose petals on the same layer. Therefore bigger but fewer petals make it look like the real think. Do one more layer, these petals should be the biggest so far and you should only be needing three or four. Now your rose might look a little flat right now. So grab each layer of petals and raise them up each layer by layer. this will make your petals easier to see and give your rose life. Now just create the center of the rose. The very center can be made with a cylinder with turbosmooth and some control loops on it. And the the 3 petals in the center, they can be facing straight up because no one will really get a good look at the origin point. Make any adjustments you see fit and get ready to texture and complete it in Part 3 which can be found here.
  3. How to Create a Rose in 3ds Max (Part 1) Welcome to a three part tutorial on how to create a rose in 3ds max. Before you close this tab on your browser and click on a shorter tutorial please understand that the reason this tutorial was split into three part is just to enforce the importance of each step, no matter how tedious or unneeded it seems. This tutorial is a COMPLETE rose tutorial; leafs, steam, and petals so please feel free to venture out once you feel that you have gotten enough information for what you need or want to try and a different approach. Use the Line tool to create a line similar to the one below. Make it in front or left view and use the grid to help you make it. Your last point should be a 0,0,0. If you do not get it while make it, just select the vertex and adjust the coordinate at the bottom of your screen. Select your line and convert it into an Editable Spline. Select all the vertexes to select them, right click, and click on smooth. Adjust them to the shape that you want your petal to be. Using the Snap tool on vertex mode, take the spline's pivot and snap it to the bottom vertex. Under the modify tab, add the modifier Lathe. If you keep the degrees at 360 then you will just have a weird looking vase, but the Lathe tool has so many possibilities once you learn how to use it. For now just turn the degrees from 360 to 100. We now have the basic shape of a petal, but it is very narrow. So apply a FFD 3x3x3 modifier, this will allow you to move around the mesh in general location. Make the petal a little wider near the middle and pull any other side you feel needs expanding. Now add an Edit Mesh modifier, this will make it workable like an editable poly but you still get to keep your modifier stack and can mess with the line to reform it if you ever feel the need to. While under vertex mode, turn on soft select and start to give the petal so form. Rose petals curl back near the tip and have dents in them. They are not perfect cup shapes. Select vertexes and start pushing and pulling, just don't go too crazy. Lastly unwrap your rose petal so that when you clone, all the other petals get the unwrap and you don't have to unwrap 27 different petals. Once you complete this petal, you have most of the rose completed. The rest of the rose if just cloning in ways that I've found to be most successful and other tips. For Part 2, please click here.
  4. Game looks awesome, I hope they put up an in depth article or book on how they did some of the art ( ex - The ships lined up under "THE UNIVERSE OF STARR MAZER").
  5. Finishing Your Environmental Asset It is finally time to finish the environmental asset. While finish this object I'll be going over some things that are usually overlooked. Although there are a lot of simple steps, this tutorial should go by really fast. I hope you all enjoy. Start by clicking the top polygons in face mode and cloning them upwards (shift + drag upwards). Grab the vertexes on the edges and pull them up till they are about even with the other vertexes. Now using the border tool, select the the edge and lift it up. Select all the faces and flip them so the image so appears on the outside. Using the border tool again, select the edge and click on cap. Use the cut tool to cut across the the top and split the cap into 4. Grab the middle polygon and pull it down a little. Then click on turn under edge mode and turn any edges that are not facing towards the center by clicking them. Do this for both sides. Auto smooth your object and lower it into position. You can also rescale it and rotate it to make different bags seam different bags.
  6. Baking Out Normal Maps in Zbrush for your Environmental Object There are many methods for baking normal maps. You can use 3ds Max or Maya's in house method with a cage, or you can use another software like Xnormal to get the usually the same result. Different people have different preferences, but the result is the same as long as the person baking the map knows the correct procedure. To save time and frustration, we will be baking our normal map for our trash bag in Zbrush. Along the way I will be showing you some tips and tricks for any problems that you may come across along the way. I fixed up the garbage bag a little since the last tutorial. If you see anything you would like to move around or resculpt on your own piece, now would be the time to do it. Go to your lowest geometry setting (Zbrush makes the normal based of the difference from the current setting and the highest) and click on UV Mapping. Depending on how good your unwrap is, the better your results will be. If you are not to happy with your unwrap later on (seams, stretching, etc.), you can go back into re-unwrap in Max or Maya, import it back into Zbrush under the same object you currently did the sculpting in, and turn the division level all the way back up so it picks up the work you have already done and you wont have to redo anything. It will just basically replace the unwrap and the turning up the division level is just to double check the work has been put on correctly. Going back to the backing out, Under UV Mapping select the size you want your map to be. Now under Normal Map, make sure all the first 4 options are turned on. Then just click Create NormalMap. If you plug in your normal map into your 3d engine and it seems backwards or somewhat off, rebake it with with Flip G. Now click on Clone NM to move your normal map to your texture panel. From there export it out as a PSD. Open your texture, because we saved it as a photoshop you can always make changed to your original. For some reason Zbrush flips the texture upside down so we have to manually flip it right side up. A good trick while working with normal maps especially in 3ds Max is to clone the layer and then give the top layer an Overlay layer mode. It helps the map read easier. Create a new standard material and add your image to your garbage bag ( Bump > Normal Bump > Bitmap). It will be very faint so under maps, turn up bump to a desired number, but try not to go past 100. If we make the bag completely black, we will not be able to see any of the work we have put into it. Give it a dark grey/charcoal color, it will still sell even better than pitch black. Also turn up the glossiness and specular level to around 30 depending on how clean or dirty your garbage bag is. Finally select your back using element mode and assign it to the same smoothing group (or click on auto smooth). This will just get rid of any hard edges. These bags are still missing their tops but in the next lesson we will go over how to create those. For now congratulation on baking normals in Zbrush and applying them.
  7. Sculpting Environmental Objects For Your Scene After creating the garbage bag from the tutorial that can be found here, it's time to get some detail into the plain blob mesh we have created. We want it to look realistic and clean. To often we put to much emphasis into the small detail that it becomes the only thing noticeable of the object. This tutorial will help show how the detail comes naturally with most works and only needs the artist fine tuning. First thing we need to do is a simple unwrap. After you finish your unwrapamd convert it into an editable poly again, export the basic mesh we have created as an OBJ so we can import it into Zbrush. After bringing your garbage can into Zbrush, reassign it the MatCap Gorilla texture, just to make it easier to visualize. Also sub-divide (ctrl + D) it 3 time. Now get the Clay Buildup brush and while holding the alt key, start stroking down about halfway with a fairly large brush. After making it all the way around, increase your brush size and do the same for the middle but instead of stroking down, stroke to the side and diagonally. If you look at a trash bag, it is mostly planes, although what you notice is the lines going all over it. We are making the lines right now without forcing them, causing them to look as natural as possible. By holding down Shift to active your smooth tool, smooth out all those little wrinkles that make the bag seem like dried Play Doh instead of the garbage bag we are going for. Going back to your standard brush and decreasing your brush size to about 5, start to help define the existing lines that are already there by sculpting right over them. After doing 4 or 5, go up one more sub-division and sculpt in some smaller ones and a few for detail. At the bottom of your bag, use your standard brush to go 360 around with it. Once completed use the Clay Buildup to smooth it out on the sides, smooth it out when completed. Fix anything you spot and the bag will be done. Click here to see how to bake the normal into the base mesh.
  8. Creating Environmental Objects for your Scene with Modifiers An empty scene can really make any work of art seem like it is incomplete or beginners work. By adding a few assists to a scene, a boring ally way can become a dangerous neighborhood or even a stage for an exciting story. In this tutorial we will be creating the basic mesh for a garbage bag using some of the features and modifiers in 3ds Max. Later on we will take the garbage bag into a sculpting programming and create a high poly to act as a bump map. Start by creating a cube that has 4 division across all dimensions. This will give us enough geometry to work with without making it to high poly. These are only assist, the maps will do the work selling all the detail later. Add a Spherify modifier to your cube and make sure the percent is at 100 Convert the Cube/Sphere into an editable poly. Grab the top vertex and turn on soft select. Soft select will help you create the tear drop shape that garbage bags have. Just pull up the top vertex until you get the shape you want. Now at the near the top, go to Freeform > Paint Deform > Shift and fix the garbage bag into the shape you want. This tool allows you to move vertexs around like in a sculpting program. Try to get a shape that resembles the natural shape of a trash page. Only worry about the top portion of the bag for now. Under your modifier, put the melt modifier on your asset. Here you can make it appear as if items are weighing down your bag and give it a nice shape at the bottom. Convert into an editable poly again and select element and your asset. Then click relax to redraw your geometry, give it a more natural look and yor base mesh is complete. Click here for how to paint detail into your new bag.
  9. After creating or obtaining a decal, there still remains the question of how do I apply it in my environment. It could not be showing it up or not be slightly faded. In this tutorial we will be going through the steps to ensure that the correct procedures are done to apply a decal. I've created a wall and sidewalk to have someplace to place my decal after the texturing is finished. As you can see the wall texture is seamless but does have a noticeably streak going through it. If this was in a game it would not be a pleasant sight to see, a streak every four steps. Luckily decals can help break up that seam and make it very less noticeable. A decal is just a simple one poly square plane. Because decals are created in the power of two, as long as your plane is a square, you don't have to worry about your image getting distorted. Now open your material editor (M key) and create a new standard material. Under the Diffuse Color, assign your decal. Get the same box being used for the Diffuse Color and link it to the Opacity. Scroll down a little until you can see the Bitmap Parameters, there turn the Mono Channel Output to Alpha and uncheck Premultiplied Alpha. Assign your material to your plane and make sure it is turned on. Lastly just move and resize your decal to your liking. Try to get the plane as close to whatever you're putting it on without going completely in. If you're worried about it going in or see some lines going across it when you get too close to the wall, run a test render to make sure how it looks. In the end even just one decal goes a long way. After the making and putting on your first decal, you'll find this process very fast and a huge help to any project you're trying to spruce up.
  10. Making Decals No one likes to see the same brick wall for miles on end, or a plain road with nothing on it while journeying on it. That's why game decals for games are so important. They can break up bland textures without forcing the artist to actually go into and paint on the texture, saving time and energy. Decals consist of only one poly and can be cloned, re-sized, and reused again and again in the scene. So without further a do lets get started. The first step is to find a good source image. Something that isn't to crazy that it will be spotted every time the player passes by it and something that you can work with. Next you take the lasso tool and take the basic shape of the figure of the object. This outline does not have to be exact, just close to your object. The closer you get the less work you have to do, if you get to close, you'll have cleanup work that could have been easily avoided. Go to Layer > Layer Mask > Reveal Mask to add a layer mask to your selected layer. At first It may seem like this did not do anything, but this actually helped up out very much in the long run. If we just took off running and started to erase the image, getting a section back and erasing the section we wanted over and over again would have become very annoying. With the layer mask on the layer, we can go back to the layer and paint un-erase anything we might have cut too close. Now just use the magic wand tool and eraser tool on the mask layer to clean up the border. This is also the time to clean up anything on your object that you may not want. When making a decal, you have to make sure that your texture can go onto any square surface. Therefore you will always be working in the powers of 2 (256, 512, 1024, 2048, and 4096). These are the correct texture sizes that a game engine will read and understand. Go to Image> Canvas Size, and change the canvas size to 1024px by 1024px or 512px by 512px if you are looking to save memory. Re-size your image so it fits correctly and center it. Right click your layer mask and apply it to your image. Ctrl + Left-Click your image on the layers tab to select your image. Lastly go to the Channels and click on "add layer mask" to create an alpha channel. Save out your file as a 32 bit targa file and your decal is finished.
  11. It seems like command and wait games (clash of clans, boom beach, etc) have been doing very well because people can have the game running while they are doing their everyday task. Even as much as I hate being given energy for games, this also allows players to not grow bored easily or soon so I see it being implemented in almost every game.
  12. Wow, really cool video on how much work really went in just the first couple of seconds of Super Mario's game play. Thanks for sharing.