Perhaps I’m overthinking this but I’m hoping folks can set me straight.
One of my ultimate aims: Create perfected (or near perfect) models for professional use.
I’ve watched tutes and tried to read up in search of this (seemingly elusive) answer.
A finished very well-done model. What is it?
Which, or how many of the following applies?
Presuming there are no ngons and nary any triangles with vertices/polygons count at acceptable numbers.
Everything merged as a union with faultless topology.
Separate objects exported as a single file.
Separate objects having been joined into one object, yet still residing as separate entities within that object. With overlapping (overhanging?).
For this one, I’ve included a screenshot of one of many models I’ve seen online.
It’s an old-style building with overhanging windows near the top.
There’s no one answer for a “near perfect model” because that varies based on whether it will be used for games, VFX, print work, still renders, etc. Even within those categories, there’s even more factors- is it part of the background or foreground? Does it need to deform for animation? Is it photo-realistic or stylized? Is it going to be 3D printed, machined, or fabricated? Will it display in a web browser or on a cinema screen?
Without knowing very specifically what you’re going for, it’s impossible to answer you here
It really does matter what your end use will be for the models to “optimize not perfect” the geometry.
But (my opinion) for good enough for most uses is good topology, good detail with minimum geometry, able to cleanly subdivide the mesh for denser material without distortion.
I model for cnc carving patterns and now 3d printing and most times (not always) I don’t care about topology (though manifold for 3d printing) and mesh density (size). My single models are in the many millions of verts. They are completely unusable for animation or game use but they are perfectly carveable in my cnc.
But you know, I still wonder about the methodology I mentioned above.
As in, overlapping items.
I mean, any Joe Shmoe can come along and make a hundred meshes then join them in Blender thinking, hey! I’m done. More out of laziness than anything else. LOL.
I’m sure there are instances where it can’t be helped?
I just wonder where does that fit in the scheme of things.
Or do I end up back at square one with intended usage question?
You sure do For example, for games, overlapping meshes like that are a big no-no, it’s a waste of geometry and you can’t LOD it well. For a print ad? It doesn’t matter in the slightest.
For your case- “selling online” is a good start, but it’s actually still not enough information to say. Are you selling the models or renders of them? For what purpose will these sold items be used? On what medium will they be viewed, in their final form?
Maybe first pick some area of interest as a starting point ?
What kind of models are you planning to do in the first place ?
Are you more into video games, VFX, animation ? Do you do stylized stuff mostly, realistic , SF, fantasy ?
My advice is to start doing projects, like try to output images from your work and extract parts of that to sell them.
you will get a feeling of what could be needed by just doing that. And probably by working naturally your work will fit more a CG field than another.
My advice is to take into account that the model is going to be modified, since it’s generally not a 100% perfect fit to a project, buying models generally saves half of the time at best.
So having objects easy to separate and reassemble is always good. Clean topology that is easy to work with is great too, good UVs… Object with names that make some sense…
Basics things actually
Having models that are mid-poly is good too, since it’s going to be part of something bigger.
if your model is already 1/2 millions faces, it’s probably not going to work in a bigger scene.
If you have something to show maybe that will sparks an idea of what could be improved ?
Most of the time, attention to detail is just what you need, if the model works visually it’s already a good start. And that will lead naturally to good organisation !
It will be hard to catch all the good practices unless you spend a bit of time in a specific industry.
But that’s not mandatory to make something useful !
The thing on the screenshot are fine, but normally things like this are modular, and there will be 2 pieces, just a plain roof and roof + overhanging window which will be not just merged separate meshes, but one single mesh with proper topology.
Also Im not sure why exactly there so many vertical edges. Looks a bit odd for me.
Yeah, those vertical edges are part of the chimneys atop that building. I’d share the original image but don’t want to encroach upon that artist and subject them to unsolicited critiques.
As for “Modular”. Well, there’s a word. Wish I thought of it when I originally posted.
Will help going forward. Thanks.
If “modular assets for games” is a specific niche that interests you, might I suggest Johnny Blackwinter’s epic series on the subject? (You can also watch a speed model timelapse of here)
Now, there’s absolutely no reason why this specific project needs to be a modular asset so don’t throw out your work or anything, but if it sounds like something appealing to explore going forward, I believe the guy is a professional and watching his videos could give you an idea of how you could do things for that use-case.
Ultimately different use-cases have different needs so there isn’t a clear cut and dry answer to your questions, as others have said.
LOL, don’t recall asking anything along these lines. Certainly not related to any direction I might be interested in. That is, aside from wanting to abide by certain modeling standards.
But I welcome any/all suggestions.
To answer your question, been dabbling (ever so lightly) with Blender for just over a year. Something lit a fire under my rear end a couple months back, and I’ve been hardcore-ing it ever since.
I think that’s cool ! it’s not always easy to understand each other on these forums !
I hesitated to answer back since it’s close to what I said before, but even more if you’re just starting and serious about CG. My advice is maybe don’t focus too early on making money with CG. In one hand it’s a motivation and a way to literally associate some value to your work. But on the other hand it’s easy to stay focused on that and get a bit stuck in your learning process.
Take some time to explore all that big territory that is CG, learning and testing as much as you can.
Then learn about all the job opportunities available and see where you’d like to go. From there you’ll probably have a good portfolio that will help you. And if you’re more into business and selling products then you’ll have a much clearer idea of what’s needed. That doesn’t mean you can’t do that from time to time, but I’d avoid making that my priority.
Selling product or being an active youtuber, and be a good artist it’s really two different things and it’s quite rare to see people doing both. Unless it’s some people with 10+ years of experience.
Since they already know a lot they have more time to do something else.
And again, don’t hesitate to post stuff on this forum or elsewhere to get feedback on your work, it’s a great way to learn and improve !