Is it supposed to be this much work to create a single mesh?

I’m a one man team.

I’ve been working on this mesh… lets see… its Monday now so about a week now. I’ve had to refactor it a few times, though I never really threw the entire mesh away. I’ve created the mesh, and because xNormal only uses that method involving baking high-poly to low-poly I did another mesh! That was a pain in the butt!

Now I have one UV map which I set up good enough to paint. The high poly does not however. After I have a normal map, I must paint it. I’m at a loss for how anyone manages to create high res textures, and paint them on the UV’s without the edges of the islands appearing on the mesh. I did an original texture paint, then discovered xNormal needed a high poly version so I set out to figure that out too.

I did all of this just for one model. When I get serious about something I get obsessive too.

How long does it normally take you guys?

A little more info would be helpful. Besides xNormal what software are you using. You should have a 3D modeling package at the very least, and probably a sculpting package. What is the ‘mesh’ for? Is it an environmental piece, interactive, animated or static? Character or equipment pickup?

Character models in particular can take a considerable amount of time, especially if they assume a prominent role in the game and have up close shots with dialogue.
If I’m working for someone else and they set a deadline of 2 days from now, I can get the character done in that time frame, but there will be some areas where the character is iterated less, and isn’t as polished as it could be with more time.
Characters are just like anything else. Setup a schedule for yourself and then you can manage how long it takes to create the character. For instance if you give yourself 2 days (20 hours) to create a general character to completion, you can plan accordingly. Base modeling 4 hours, UV’s 2 hours, Rigging & Skinning 4 hours, that’s one day right there. So you have 10 more hours to play with on Sculpting, Texturing and Animating.
These steps aren’t in order but you get the idea.
Indie developers have even more things to consider, because we are trying to create complete games. So maybe in a 3D game I’m creating with 4 characters, (example Left 4 Dead) I will give myself 2 weeks (80 hours) to complete the character assets. That timeline might be tight, but I have other things to consider if I ever want my game to be completed.
Scope based on how much of a role will the character/object play in your game. If this mesh you speak of will be the central point in the game that is viewable at all times from all angles, then you want to spend more time on it to make sure it looks perfect. If it’s a set piece that is seen several times throughout the game but is basically background filler, spending less time on it is better time management.
I think scoping your art based on how complex you want your game to be is good practice. You can also do the same planning process in reverse, scope the complexity of the game based on how beautiful and detailed you want the game assets to be. But if your game is beautiful work of art but limited in game play - it may get some negative reviews. Same result if the game play is great, but all assets looks rushed and lack quality.
I think there is a happy medium for this type of planning.

If I’m going for a complete high resolution (main character) this is my preferred pipeline.

  • Create a low poly model in Max with generated UV’s.
  • Pull low poly into Mudbox and sculpt away for days.
  • Once high res sculpt is complete, generate normals, AO, for low poly character.
  • Start/finish mapping textures - this could take days depending upon quality desired.
  • Once textures are complete - test export into Unity and setup shader/material to confirm it looks awesome.
  • Iterate as needed on textures.
  • Rig and Skin - could take a while depending upon complexity of the character and extra components.
  • Test Export to Unity with a random animation to confirm all rigging and skinning is tight.
  • Iterate as needed on rig and skin weights.
  • Morph or bone based phonemes and visimes for dialogue creation.
  • Test export with extreme limits on facial gestures
  • Iterate as needed
  • Other areas to consider, cloth, fx, physics controlled parts, rag-doll, IK controls
  • Start animating - high quality custom animations so the character looks and acts like no other that has come before.
    1 high quality character nearly complete - on to the next one.
    But before that - there is a lot of setup to do in engine before this character is ready for the spotlight.
    :slight_smile:

A lot of artists jump straight into sculpting without creating low poly models first and then retopologize a low resolution mesh from the high resolution sculpt. This is a matter of taste regarding low to high, or high to low.

Hide the seams as best you can. On a character seams are created in places where they are less obvious, on the inside of the legs, back side of the head with the face and head being one complete shell and the neck seam being below the shirt line, under the arms and down the side of the body. And the less seams you have the better, but it requires some good unwrapping skills.

Keep in mind normal maps can also be generated from a 2D grey scale bump map. For lower resolution characters, maybe secondary characters who don’t have “speaking rolls” this is perfectly acceptable, though most character artists frown upon this technique and say the normal maps aren’t as accurate as they would be if generated from a high resolution sculpt. I see no difference once inside any game engine and neither will any players who play your game. Look into it.

Hope this helps.

I’m just working to learn how to do this properly. I’m modeling a PS2 controller, purely to learn how I should do this. It won’t be in any game, and perhaps I chose the wrong object to practice. BTW I am using Blender and Adobe Photoshop.

A few pictures of it:

I’m really struggling with everything right now. Good tutorials regarding some parts of the process are difficult to find.

I really, really, hate it when I save a change I didn’t want made over my file. That is what has lead me to refactor the thing so many times in most cases.

OH and this is what my UVs look like on the low poly mesh:

which I don’t believe is optimal.

Don’t struggle with optimization processes at this point. You are still learning.
This model isn’t complicated, but for a beginner I guess I can see how it seems difficult.
You might be trying to do too many steps at this stage.
Just work on simple, low resolution, box modeling at this point. There is no need to worry about UV’s or high resolution sculpting or xNormal or anything else.
Just model in Blender and get comfortable modeling.
To be a great artist you have to feel comfortable in one aspect of the process. Then after you feel real comfortable - move onto another area.
Put that model in a folder and start on something else. Simple like a pencil or a fork or a treasure chest. Finish as much as you can in 2 hours then either do the same model again or work on something else simple. A bullet, or a cup or soda can.
Modeling is a default choice because everybody wants to learn the basics and starting out modeling seems to be the logical choice.
But if you are a good painter or are looking forward to texturing, forget about modeling and jump onto polycount to download some of the low res base models they have, supplied with UVs already laid out for you to start painting away.
You only need to know how to import the mesh and setup a base texture/material to run through 5-10 texturing workflows.
Animation is a little more complicated and involved and (my opinion) requires a little more base knowledge, but there are rigs available if you want to start slapping down keys as soon as you want.

My advice, what do you want to get better at? The answer needs to be one specific thing, so you aren’t overwhelming yourself. If modeling, only do models for the next two weeks. If textures refer to above, if you want to work on UV layout, get a model from the internet, reset the UVs in blender and start unwrapping (or whatever it’s called in blender).
I think jumping right into animating isn’t advisable, but if you want there are oodles of tutorials focusing just on animating, and free animation rigs galore. Just google and they will appear.

Focus on one point in the process so you don’t feel overwhelmed and you will feel a lot better after you’ve completed 1-4 models/textures - whatever. After you do that I’m sure moving onto the next step will feel rewarding and you will not feel so overwhelmed. Work on the first thing and the next thing for a couple weeks, wash rinse repeat, forever. :slight_smile:

Nice ps controller. Watch out for long edges, like you have on the inner palm areas below the thumb sticks. They tend to result in long stretched highlights and normals that don’t look accurate.
For inorganic objects, the best seams are where they naturally have seams and natural changes in angle. Since the buttons are separate elements on a ps controller, they should be separate shells on the UV layout. All the other seams can be defined by where there is a change in angle, but always keep in mind the fewer seams you have the better. Especially when dealing with organic mesh objects.

Good luck.

Hmm… good advice! I’m just interested in three things, modeling, unwrapping, and texture painting. Only because I would like to create art for my game… I could spend money on assets but I crave uniqueness and I don’t know how serious I am about this project (ten months on though… :P)

I’m glad you said what you did about the steps in the process though. I asked a similar question on blenderartists.org and someone told me “the modeling, texturing, and rigging for the movie Pacific Rim took two years with artists working around the clock”. I don’t know if that’s true but it cannot have taken so long! Of course those are large highly detailed models but come on!

The guy used an extreme example and hyperbole. Asshole!

I guess I am really concerned with creating game art at this point. The notion of “trying to run before you can crawl” comes to mind. IDK I just really want to learn this quickly. University begins in a few weeks… and I don’t know how much time I’ll have to work on my project.

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