Added: 9 months ago
From: i3dtutorials
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  • how do you add so many lights? do you have unity pro or something ? because when i add to many lights my scene just get's lighted up if it where like i had a large point light in the scene.

  • @Frankyboy440 Yes I use Unity Pro. Lights in Unity have falloff by default, so unless you are making tons of lights with overlapping radii, there is no reason why your scene should be blown out from adding point lights- unless you are accidentally adding a bunch of directional lights without shadows. Check out my tutorials, I cover production lighting with Unity.

  • bro you just said in the comments below you were in college you lie

  • @croniix I went to college for Criminal Justice, I never went to school for computer animation- completely self taught.

  • amazing work man,but what about the performance? how many draw call did u get with this scene? and how many tris/verts are in the scene? i don't think it's work in a normal computer..

  • @robertslr95 Sure it does. Works on most desktops and even crappy laptops that can't even run Farcry. I work in the games industry and one of the areas we are tasked in specializing in is performance and optimization.

  • Can i ask...how did you maked this ? :)

    what program?

  • @DanTapperful

    The game runs on the Unity3D engine. I use many programs and applications in my career. For example, Maya, 3dsMax, Softimage, ZBrush, xNormal, Photoshop, and more. Programs don't matter, what matters is the artist/programmer. You could use Blender and get great results, if you're good. In end, apps don't make games, talented people do. Hope that makes sense.

  • Did you make this whole map yourself? How long did it take you to create it? Did college teach you how to do this

  • @croniix

    1) Yes, made the entire map myself; modeling, texturing, lighting, design, effects- everything.

    2) It took me a couple of weeks to complete everything, from concept on paper to full production.

    3) No, I did not attend any schooling for this. I am completely self taught and dedicated to my craft. I continue to teach myself and learn new things every day and will continue to do so for the rest of my career.

  • Exelent work 

  • Is this can waste a lot of time???

  • @WMVideos20 Is game development a waste of time? Not to me...

  • Comment removed

  • pro !

  • where did u get the building models

  • @Grimreaper368 I made the bldng models; everything you see I made (except for background music)

    I did all the modeling, texturing, shading/surfacing, lighting, level design, rigging, animation, asset management, scripting/coding, particle/special FX, etc.

  • @i3dtutorials I need some feedback for my future projects. What is your detailed process of making nice textures? I am currently learning. Also what software do you use? Very curious. Thanks.

  • @RedofYellow High quality texturing is more about artistic ability and not software, unlike other areas of development. My process is probably too long to explain on a Youtube message, but it's a combination of hand painting and using photographic texture reference. However, depending on the project, I use different techniques. For example, sometimes I use ZBrush for creating hi-res sculpts and extracting detail from it for texturing.

  • @i3dtutorials Thank you, I do understand its about the artist but I need to be able to get the software to actually apply the texture properly first.

  • @RedofYellow I use a lot of software. I'm experienced with texturing in ZBrush, Photoshop, and 3dsMax- in combination. Sometimes I only use one of those programs, other times I use a combination. Depends on the work and project involved.

  • @i3dtutorials Cool, I will have to learn ZBrush. Maya is being poo and wont work, So ill be getting to know C4D.

  • @i3dtutorials I have one more question, do you put together the whole environment in 3DSMax and then put it in Unity or do you make each asset separately and then drop them in one by one?

  • @RedofYellow Depends on the game engine. When working with Unreal, it's best to make your assets individually, then import them in and make a package, then assemble your scene from the parts (or have the level designer(s) setup the levels).

    When working with Unity, you can do it either way. However, Unity stinks at handling large amounts of individual assets- for example, if making a high end production, and not tetris for iPhone, you'll have serious problems...

  • @i3dtutorials So for Unity, you want to stick to scene assembly in your DCC package, then import as much as possible in one mesh, the more meshes are merged as a single object, the better. If not, the editor will crash constantly and you'll hit a showstopper. This is mainly because Unity is still 32-bit and hasn't been upgraded to handle large data sets- at least yet, anyways. Unreal and CryEngine are 64-bit, so no problems there throwing whatever you want at your level.

  • @i3dtutorials Thanks, I will have to burn my mac into a pulp, I need to get a PC to I can get onto CryEngine and UDK and Maya and Zbrush and 3DSMax. I hate my workflow, because it doesn't flow.

  • @RedofYellow LoL, exactly why I stay away from Mac. I have "discussions" about this all the time with one of my best friends, where he tries desperately to convince me to switch to Mac; but then I give him a list of tools, programs, and plugins I need for everyday work and ask if all of it is compatible on Mac, then he gives me a blank stare and tries to change the subject by highlighting other Mac features, like how fast it boots, or how cool it is to switch between open programs.

  • @i3dtutorials HaHa yeh it is nice but not very productive. I have found on a core 2 duo 2.4GHz 4GB RAM i can run C4D, ZBrush, Photoshop, Word, Crazy Bump and some samller apps all at the same time.... but yet it useless and a waste of time because I can even use those programs for what I want which is environment art. And plus I want to use maya but it runs sooooooo poorly on mac. I face palm myself.

  • @RedofYellow Hehe

    Are you a student trying to get into game development as an environment artist?

  • @i3dtutorials I am a student in high school. Just trying to start as early as possible so I can have a lot of experience and get really good at it. Its something I really enjoy.

  • @RedofYellow I feel ya.

    I started getting into 3D when I was starting college, I wish I had known about it or someone would have started teaching me in highschool, if not earlier. Been doing this since about 8 years now, and I love it. It's good you're getting a head start in highschool. I wish you the best and hope one day to be playing levels created by you for a game on my Playstation 4 EX Turbo Plus, lol.

  • @i3dtutorials Hopefully! :P

  • @Grimreaper368 I made them myself

  • hi their hope you get this message in the best of health, what i dont understand is when i import my model into unity3d the textures are not there even thou i have frozen the stack and such i have tried using different output methods but it has not worked i have like 5-textures in tht scene (softimage 2011)

  • @HaiderProductions

    This is actually pretty normal when working with SI and Unity. You will have to manually apply all your textures in Unity. You would have to manually assign shaders and materials anyways, so assigning textures manually is not that really big of a deal.

    In huge production environment it can become very tedious, but that's just the workflow that is involved I'm afraid.

  • @i3dtutorials thank you very much, creating a building in xsi since u only have one side which is the best method to to it i just duplicate and then invert normal's is there a better wat thanks again :)

  • @HaiderProductions sorry, I dont understand your question.

  • @i3dtutorials sorry what i wanted to say was, when creating buildings and such that have 2 sides wat method do you use,i create a box and use the inside to plot what i am going to do then create a duplicate on the duplicate i invert the normals, which method do u use :)

  • @HaiderProductions bldngs with 2 sides? you mean like doing the interior and exterior?

  • @i3dtutorials yep wats the best way in ur opinion

  • @HaiderProductions I think you're over thinking the solution here. Simply build the interior and then build an exterior. If you're stuck wondering whether to invert normals, clone and flip the sides of a cube, etc. then you are over thinking a very simple task. Think about how you would build it in real life or how it is made in real life. In CGI, more often than not, the simplest solution is the best solution.

  • @i3dtutorials could you do a little tutorial with softimage please would help alot :)

  • @HaiderProductions I did create a training product that covers environment asset creation within a Unity>Softimage pipeline: "Next-Gen Game Development with Unity3D Volume II: Softimage and ZBrush Production Pipeline"

    Check it out on our website, it's really good.

  • @i3dtutorials ahhh ok but ill have to check it out

  • i love light bounce faking. i should try that one day.

  • unity pro helps =/, and just alot of patience and hard work to do this type of thing. You just got to put alot into it, and not just speed threw.

  • @merccc1 Actually one of the cool advantages of the Unity platform is that you can speed through and iterate prototypes extremely quickly, in only days. Unity scripting is very powerful and the system that Unity Tech has developed is very user friendly and straightforward to use. I've worked with Unreal Engine in the past, and it's great and powerful, but pretty cumbersome to use because it's a very old design. It takes much longer to prototype and iterate on UE.

  • @i3dtutorials I mean that alot of levels I see in indie games seem like they are rushed just placing things all over the place and barely thinking of what to put in it and then they see something like yours where you took time to put for example the extra lights in the building that made it look more realistic. just attention to detail and takeing time to address them .

  • @merccc1 Well it helps to come from a visualization background lol. I've worked on visualizations and ads for different companies, like Coca Cola, working in a lot of areas, but mainly lighting, rendering, etc. That experience really helps when it comes to realtime lighting, eventhough rendering in realtime and rendering with a dedicated production renderer like VRay, mental ray, etc. is totally different.

    I would say planning is vital; without that, you won't get anywhere at all.

  • boss you are really good in this shit, i wish have 1% of your skill.

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