Stitch on 6/12/2006 at 06:04
another quality stitch thread :cool:
I'm currently working on a fairly ambitious graphic novel of sorts. I've got the book planned out in detail with the script for the first three chapters basically complete. I've done character design, general page layout, and I'm even working on creating a font to cover my basic lettering needs.
So what seems to be the problem?
The entire story takes place in a city, and I can't draw architecture to save my life. I have a basic command of perspective and whatnot but whenever I sit down and try to get the Eastern Block Gotham out of my head and onto a piece of paper I end up with something akin to a Smurf village made of shoeboxes and beer cans. As you can imagine, this simply won't do.
I'm considering taking a different approach to the whole problem and using a 3D modeling program to create something I can use as a reference. Assembling some kind of "set" will also help immensely with pre-vising demanding action sequences, of which there will be many.
Of course, I know virtually nothing about 3D modeling software, but I figure swapping out one area of inexperience for another might make for a refreshing change.
So what advice do the 3D modeling pimps of TTLG have for a novice like me? My perfect program would allow you to create a city fairly quickly with a pre-existing library and warp/dirty the whole deal. Ideally I'd then be able to skin the set, place light sources, toss in a little fog, and then stand back and marvel at the virtual little environment I've constructed. In other words, I want a program to do most of the modeling work for me, which I realize is unrealistic.
So what's out there? What can I expect? A low priced or free program would be ideal but I'm not opposed to dropping some cash on a higher-end product if it's worth the price. A friendly learning would be appreciated.
See, the issue here is I have no idea how these programs work or what's even possible. I look at a shot of a 3D modeled street and I have no idea what was painstakingly crafted and what was just dropped in. Did the modeler shape each and every one of those cobblestones on the street or did he just click the "ROAD - HORSE AND CARRIAGE" button? This is a brave new world of discovery and danger for me, my friends.
In other words: "hay guys I know nothing about carpentry but I want to build a house, what kind of hammer do you recommend?"
Agent Subterfuge on 6/12/2006 at 06:30
Cool. A decent bet would be to grab a trial of 3d Max (or Maya, whatever. I'm not about to drag this fine thread into a software debate), get on turbosquid.com, shell out a few bills on a 'city model and modify that to suit your needs. I'm a fan of rendering out blocks and painting over them, many matte painters go that route.
Not really aware of a program that can generate a city or city-like structure, but then, I havent asked google yet.
ps. for finer details like cobblestones and whatnot, a fair number of people use bump maps (just black and white images that translate into..uh..heightmaps? It's what all the games are about, these days. Normal mapping, or whatnot. Different names, similar function) laid over a regular texture. If you're talking about an ECU of these cobblestones, then youd end up modeling each of them seperately.
pps. I'm not familiar with any of the free/open source software. However, here are a few sites I found helpful in the early years:
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http://www.3dbuzz.com/vbforum/sv_dl_tr.php) 3D Buzz - Has Video Training Modules for Max and Maya hosted by an extremely cheerful guy. I prefer VTM's to bland textbook tutorials, somehow I relate better when I see exactly what the guy is doing to get wherever he's headed.
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http://cg-academy.com/) CG Academy - If you dont mind paying, the DVD's on this site are pretty much the most thorough you'll ever find. Downside? The guy drones, I invariably end up falling asleep within the first fifteen minutes.
(
http://www.thegnomonworkshop.com/) The Gnomon Workshop is another site choc fulla goodies. Quality learning, man!
Anyway, I'm keen on seeing this magical world of yours. Bust out some conceptual imagery why dont you?
Shayde on 6/12/2006 at 08:52
Sounds like a funky project.
Just a suggestion, why do you have to do everything yourself?
Bringing an artist skilled in 3D modeling on board could benefit your project.
I get the ego and ownership thing but having someone talented in that area will improve the quality initially and allow you to learn from them.
Most great graphic novels have multiple creators, there are writers, artists, colourists etc.
Scots Taffer on 6/12/2006 at 09:13
And editors. :cool:
Aja on 6/12/2006 at 09:40
haha be serious!
Gestalt on 6/12/2006 at 13:28
Discombobulator looks pretty cool. A non-3d alternative might be to wander around town with a reasonably-priced digital camera and then go over the images in photoshop later. That's assuming you have some skill with cameras and photoshop, though, and that you live somewhere remotely resembling where your story takes place.
Para?noid on 6/12/2006 at 14:27
I don't know much but I know that something like MAX is complete overkill for what you need!
Aircraftkiller on 6/12/2006 at 16:01
3dsmax all the way. Grab the trial and mess with it. I've always had trouble with city scenes like what you described, this being the best example I've ever made of one:
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http://www.deviantart.com/deviation/39523971/)
Although I suggest you study reference photos and start with the smaller objects in the city, to help you get a grasp on basic modeling skills, before you move on to the more complex objects like skyscrapers and sidewalk sections.