What's the best way of making 3D models and designing levels? -


okay. want know how make game 3d models , design levels. start? free open source solution best.

additionally, how create realistic looking textures on 3d objects?

is blender choice?

is there outsource or market place purchasing game assets?

first, unfortunately wrong site these sort of questions since you're not (apparently, correct me if i'm wrong) asking programming own 3d engine/whatnot how create 3d content artistic feat. i'd suggest head on cgtalk , vfxtalk, both have own subforums people interested of programming 3d stuff.

however, since used 3d hobbyist (lightwave 3d, woo!) feel should answer questions here goes:

first, reasonable open source solution blender 3d thought. it's quite horrible in usability , nothing well, it's jack of trades , master of none, not mention it's abysmal usability. code pov might interesting though since basic , rather advanced things related 3d programming whole.

second, materials have been hot issue in cg years now. there's several general purpose algorithms achieving look, example wikipedia has list of common ones , that's beginning. example of more advanced stuff, screen-space ambient occlusion method used in modern games such crysis fake global illumination traditionally has been achieved through clever use of virtual lights or raytracing/raymarching algorithms possibly using form of monte carlo method such metropolis light transport. lot more research on , other related subjects, check out siggraph's home page.

also note previous chapter wrote lighting models instead of creating textures etc. realism has 3 parts, lighting, shading , animation (or accentuation stills).

lastly, there's several web sites sell 3d models created others, i've never used them , i've long since forgotten of url:s there's 1 still remember, turbosquid. , yes, there market these, example architects use lot of stock models populating 3d mock-up pictures of unbuilt houses give them sense of scale , in general make them more lively.


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