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Author Topic: The difficult transition from programmer to artist  (Read 658 times)
BS-er
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« on: December 08, 2008, 01:50:59 PM »

The loss of dedicated artistic talent on our team has brought some new challenges to the MAD project.  It is a bit of a kicker that we're practically on the verge of a creative explosion of possibilites, given how far we've come with the scripting, editing and functionality.

It's not like artwork and modelling are trivial steps in the completion of a game, far from it.  A game like this has considerable artwork demands.  Three dimensional models require a lot of time and commitment.  This project requires many 3D models, some with special requirements for moving components.  So far we've avoided complex animations such as skeletal animation.  I can only imagine the added burdon to have animated characters and creatures.

I see more and more why many indie developers avoid 3D game development.  That added dimension requires a lot more time and resources to do the artwork and the software.

Long ago I was actually a budding computer graphics artist.  I created some pretty cool pictures of Saturn and Uranus on my old Amiga computer, and a few cool spaceship designs.  However once I started getting into programming and engineering, it stole the show completely.  It allows a very different type of creativity.  Essentially it allows you use words and numbers to design very cool machines, that do cool and interesting things.  Mix in an education in electrical engineering, and you have the skills to do the type of programming needed for 3D computer games.

I've decided to try and go back to my old path of graphic arts to help bolster the development of this and other projects.  It's difficult going from something you're good at and you really enjoy, to being a clueless newbie in a different area.  If I was never bitten by the programming/engineering bug I think I would've made a fine graphics artist.  At this late stage, I'm having trouble finding the patience to start near the beginning, creating simple artwork and models simply to learn.  That patience came much easier long ago, and it will be a challenge to recapture it, and actually enjoy spending a day, a week or maybe a month on a piece of artwork.

So development progress of MAD will need to be put on pause soon as I transition from programmer to budding artist for awhile.  I will continue trying to recruit an artist or two.  It would be ideal to partner with a modeller/artist who is my equivalent in this project, i.e. who is as skilled and productive (or nearly so) at 2D and 3D art as I am at programming/engineering, and who has the motivation and time to match.  If I can't find such a person, I will have to try and become such a person.
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JonathanS
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« Reply #1 on: December 08, 2008, 02:04:03 PM »

Nice to hear, BSer. That's the fate of those in the Indie business. You become a jack-of-all-trades. That's what has happened to me in my game developing though mostly in my mods. Smiley

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JonathanS


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« Reply #2 on: December 10, 2008, 06:02:44 PM »

Bob, you've hit the nail on the head; it's the same for me, only with medicine and writing, vs 3D art and programming.  Jack of all trades and master of none, is how us medical types sometimes talk about being a family physician, and it's the same way with our work on game design...

Like I've said before, feel free to call or IM or e-mail me with any Blender questions, no matter how small.  I'm not an expert, but there were a lot of annoying quirks that I had to figure out on my own because the system works a lot differently from other programs.  Then again, you probably won't have to do as much un-learning as I did (having gotten used to trueSpace and 3D WorldStudio)...

The 3D design is probably my favorite aspect of game-design; unfortunately, it's also by far the most time-consuming (for me).  I'm just not very efficient as a 3D designer (and my color sense is pretty miserable).  I've gotten to be a decent animator in Blender, though, and I'm pretty good with geometry.  Maybe between the two of us, we can at least be "two halves" of a decent 3D artist, for a while, at least!  :-)
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« Reply #3 on: December 11, 2008, 04:33:12 PM »

Good to know that you're open to some questions on Blender oddities.  I'm going to start hitting you with some baffling aspects of Blender workflow.

If Blender wasn't free I would rail on the designers in a major way.  Still Blender is my first venture into a 3D modelling programming, so there is little to un-learn.

I'll bring up my first real beef here anyway:  I've gone and assigned a material to a face using the F9 Link and Materials dialog.  You would think it would be helpful that your object in the 3D window would take on that new material when viewing in textured mode, but that's not the case.  I have to render it to see the result.  I suspect that it can be addressed, since the factory mesh appears to show the different textures, but what a poor and error-prone approach.  Blender seems to be full of these counter-intuitive oddities that really get in the way of progress.
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OvermindDL1
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« Reply #4 on: December 14, 2008, 10:06:59 PM »

B3D is to modeling as bash is to a interface.  Tongue
Other modelers, like 3dsmax and such, are more of a Windows nature, where B3D is more of a hotkey nature of little concurrently running parts.  The B3D community would not really change the interface at all as it allows people to get a model done nicer, faster, etc... then other more mouse-clicky modelers.  because of that though it has a huge initial learning curve, but once learned there is little else to surprise you.  Things like 3dsmax have a more shallow learning curve, but the advanced things can throw you for loops, just kind of inverted between the two; 3dsmax and its kin is more like an x**2 graph, and B3D is more like a logarithmic learning graph.
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« Reply #5 on: December 17, 2008, 06:24:35 PM »

Bob, I know what you mean with regard to the material assignment issue.  I think it's something that they're trying to streamline; they've made a ton of progress with the usability of the U-V editor, but as far as I can tell, it's still not really integrated with the u-v settings and application in the materials area/button.

For now, though, if you don't have a texture u-v mapped onto the surface, it won't show in the 3D editor, even when textures are supposed to be showing.  I hope they'll fix that, but in the current release, you have to be sure to use the u-v mapper/unwrapper in order to have textures show (without having to render every two minutes!).

The best approach I've found is to use the materials area simply to set up the texture and name it (or else it won't be available for use in the U-V editor's list--and it also won't export properly)--but I don't use the u-v tiling controls or much in the way of material settings there at all, since virtually none of that exports.

The other useful aspect of the materials editor is the vertex-group thingy, which I use for selecting and saving face-sets.  Once I've set up a group of vertices/faces (e.g., NoseCone, or Fins, etc.), I can quickly select just those vertices, use the U-V unwrapper's excellent range of unwrapping modes, and then apply the texture I want via the U-V editor (and fine-tune it from there).

By using the "update automatically" in the U-V editor menu, I can see the texture/tiling changes on-the-fly; something that's critically important when you're trying to line up things like bands of rivets, ambient-occlusion sections, or faux-shiny edges that exist on the texture map but which aren't really there in the model itself. 

I also take more care to NAME my materials carefully and efficiently--something I realized was REALLY important during our factory-repainting days!  Cheesy
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