How to make the perfect 3D model for your next game
Artist Brian M. Miller is known for his use of 3D tools, but now he’s also been working with artists to make their work more interactive.
Miller’s new book, 3D Modeling: The Art of Visualizing, is a series of essays exploring the different tools and techniques that have made 3D modeling and 3D painting the most popular art forms.
In this first installment, Miller talks about the use of the “line-in” feature, how to take a single image, or a large part of a large object and scale it up, and how to combine multiple objects into a larger object.
The first thing that jumps out at me from Miller’s book is how easy it is to use 3D models for an interactive experience.
When a game engine generates a 3D scene, you have to know what the model looks like and then scale it so it fits in the space you’re working with.
This is especially important for large games, which are often built on multiple screens.
You want to avoid having your characters walk around looking like they’re floating in the air when they’re actually walking on the ground.
Miller explains that this can be particularly tricky for people who are new to 3D modelling, and he notes that he had to learn how to use the Line-in feature in Unity.
That’s because the feature allows you to place a single object in any number of dimensions on the screen.
You can see how this works in the following video, which shows a basic scene.
The problem with this is that a lot of artists aren’t really familiar with the concept of “line in” or “line out,” so they don’t understand the benefits of using a Line-In feature.
That is, a Line Out feature allows the artist to move one or more parts of the model in the direction of the line.
The more the artist moves the line, the more the parts of a model become larger, and the more “space” the artist has to work with in the final product.
Miller also talks about a number of techniques for manipulating lines in 3D.
One of the techniques is called “dissolving.”
If you’ve ever seen a movie where the hero is a scientist who is trying to create a new substance for a certain purpose, this is what it looks like.
The scientist is trying his hardest to figure out how to create the new substance, but he can’t figure out the formula for it until he comes across some strange shapes in the water that look like they might be spheres.
Miller explains that he found this technique very useful in creating his game, because he wanted to make a game that required players to solve the game’s puzzles in a variety of ways.
In the second installment, I discuss how you can add depth to your 3D assets by adjusting the “scale factor.”
Miller explains what this means in more detail in the video below.
Miller concludes his book with some tips on how to incorporate new techniques into your work, like using texture mapping or a new tool called “smooth shading.”
He says that these techniques are useful for artists who are working in the 3D space and want to make sure their models look good.
The video below gives a good introduction to each technique.
Miller’s book covers the history of 3d modeling, and you can find more information about it here.
The book also includes a lot more of the content Miller shared in the previous video, including the full book and a few other pieces of information.
Miller is a freelance artist and freelance designer who works for Ubisoft Montreal, Valve, and other major publishers.
Miller has also worked on a number titles for Valve such as Left 4 Dead, The Division, and Overwatch.