Yeah, yeah, you have all seen the videos and stuff, but seriously, there is more to the greyboxing stages (yes, multiple) than most people think.
Greyboxing is where you block in a scene quickly with stand-in geo. Boxes, spheres, cylinders... whatever.
It lets you play the game and feel out the design before making the actual assets.
But slow your roll.
My advice is don't leap from greybox to final asset. You can do a couple of great things at this stage.
Firstly, you can finish your game. Yes, I am serious. You can make your entire game start to finish in greybox. By which, I mean the gameplay itself.
Sure, as assets go in, more stuff needs to be done, such as animation systems, improving collision, tweaking values. But you should be able to make a totally playable game.
Second, once you have everything running you can start building your asset list and asset file structure.
What do I mean?
Well, that cube represents a rock, but it also represents a thousand other things.
Eventually it will be an asset called, say, Rock01.
What you can do is start to create and populate prefabs (unity) and blueprint objects (Unreal) with the correct name, and replacing the shared geo with a copy of that geo called rock01.
Better yet, you can make a rough in mesh of that asset- quick, no uvs, not optimised.
So now what you are doing is building your folder structure, and your assets are becoming tangeable files.
Those files can then be switched out with refined assets.
It lets you plan out what you need, what is and isn't important, before getting that asset made for real.
So there you go. Quick tip: Greyboxing can be used beyond a quick block in of a scene. It can be used in building your folder structure, your asset list and sorting out your budgets.
Tip number 2: Triplanar grid material.
I always build a triplanar shader that projects a grid or chequer texture onto the greyboxes in world space. This can be tinted, and text added to instances.
This allows me to visualise space, rhythm and scale as I greybox
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The entire level I showed at the NZGDC used a shader than combined fine surface textures, edge chips, color mottling and noise. The normal map used 2 channels, with the third the edge mask to place the wear and the chipping.
This meant I could get the camera up very close to any surface, and it looked perfectly fine, but I was using a tiny amount of textures for everything.
All the stone normals could therefore be atlased into one, and readied in a single state change.
What I am trading off here is pushing all the work onto the fragment shader. That is, every pixel drawn of this texture has a lot of instructions.
However, it means no state changes and very few draw calls.
#gamedev#unity quick tip: Use the physics materials to query impact sounds, effects and footsteps. You have to assign them anyway, so let them do that duty as well.
I just saw someone using an additional script for tagging what footstep sound you should play. PER OBJECT
Not only does that mean you have to add the script to every asset, you then have to set it from an enum, which means editing the enum when you want to add more variants.
What you should do is make a bunch of physics materials, and apply these instead. You can quickly copy values between the materials, duplicate and rename etc.
I was was aked what asset packs I am using to demonstrate horror story examples of bad optimization. Actually I am NOT going to say avoid them. I am gonna say you SHOULD buy them, open them, look inside, see the horrors within. They are a great lesson.
The pack is Archteria3D Manor Interior Mega Pack.
Speaking as a professional, it is one of the worst examples of how to make game assets I have worked with.
Speaking as a teacher, you must get this pack. Everything you can possibly do wrong, they have done.
So it is both an endorsement and a caveat emptor.
Buy it, but so help you if you put the assets into your game.
#gamedev#gameart Just because something needs a lot of edges to make it have a round silhouette, doesn't mean you have to use the same number in each sucessive edge loop. As they get smaller, they need less to pull off the illusion of roundness.
That is 1/3 of the tris. With a normal map, you can't even tell it has no lip or thickness in most games.
One of my bigbears is jagged looking wheels when they could have been smoother than my chat up lines, because there are loops and loops worth of waste