Okay this is a complicated question Ready for this?
Lets start with counting quads and tris.

We NEVER count quads. When given a brief that says polys, it actually means tris. Tris tris tris.

Be very clear that your polygon counter tool is set to tris.
But, it gets worse. Your polycount isn't your polycount.

It is a lie.

Polycount is cake.
Say you have a mesh rocking in at 1000 triangles.

Nice.

But it isn't 1000 tris. Oh no.

Because it has smoothing groups and uv channels.

Oh my.
Every hard edge in your model is actually a break in the mesh under the hood, so though it appears to be on edge between two verts, it ain't. You actually have two edges and four verts.

The same goes for uv seams.
Yunno that little checkbox that says "generate lightmap uvs" in importers? You know how you shrug and just check it on to be sure?

You just made a copy of your model, blasted it into chunks and stored that.

Are you even using that data?
Now, you can have two or three unchannels. When you vertex color that is essentially a fourth if you do face fills... oh you wondered how filling a face in vertex color gets a hard edge? It creates two edges under the hood.
Your 60,000 poly character aint smelling so fresh now is it?

It's probably more like 120,000 triangles but with smoothing and uv channels it is now 550,000
Your best counter is uvs. A uv is a true vertex.
So, a default cube has 8 verts, but usually 14 - 24 uvs.

On tight platforms, every bit helps.
Even if you are doing AAA high end, the trick is to create the illusion you want with as little resources as possible.

Just because it renders fast doesn't mean it is a good density. Factor in loading times, disc size, DLC bandwidth, yadda, yadda...
As a character artist, you should be able to make a character from a few thousand upwards. An RTS may require a few hundred polys.

If you can demonstrate low, we know you can always add more.
Your 60,000 poly character won't impress me. Show me your 6,000 poly ones.

I can get 10 of the latter on screen for the same price.
As we go forward, counts will go up. But spare a thought to skinning and deformation. Just because you can, doesn't mean you should

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More from @delaneykingrox

3 Jun
The verification fails #gamedev games developers as it requires fifty IDBM credits. We do not work on films, but are involved in the entertainment industry.

You cannot also be an entertainer and an activist at the same time.

@Twitter
Please revise this system.
Verification assists in stopping individuals like myself who are subject to harassment, false flagging and other issues where our identity being verified as true is important.

This system is elitist and does not serve the intended requirement of protecting us.
Having a tick shouldn't be for megastars. It should be for people who are real and can prove it.
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Gender identity is the hard wired part of your brain that tells you what gender you are. Cis people aren't aware of theirs, as it matches their body and their day to day experience.

It isn't a preference or something you can change through therapy.
Because they cannot feel what it is like to have dissonance with gender identity, it makes the concept a little hard to grasp.
I find it easier to give the example of colorblindness.

A color blind person exists in a world where, say, red and green are the same thing. They can't tell them apart. This isn't a preference or them being difficult. They aren't crazy. They just can't tell them apart.
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Being able to put non-desctructive modifiers onto your models is what sets Max and Blender apart from Maya...
In Maya, you are time locked. Each edit you make to your model piles up history, which you need to delete to free up memory and sanity... but that means you are left with a collapsed model. It is a fucking pain in the ass.
Modifiers are applied ontop of your model, making changes like doing the symmetry, relaxing, triangulating, making tweaks to the geo and subdivision.

They are not time locked, and can be quickly moved around, toggled on and off, instanced and reordered.
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Quads don't exist as a seperate thing to triangles, they are just two triangles with an edge that isn't displayed.
The hidden edge is usually recalculated in programs like Maya and 3dmax (edit poly)to be between the two closes verts.

Buuuut that doesn't happen in a game engine. The moment you import, that middle edge is picked for you.
A quad will fold one of two ways, depending on the orientation of that middle edge.

This won't matter if you have a shit tonne of small triangles, which is what adding extra loops to joints does.

That is neither efficient or controlled.
Read 9 tweets
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I am seeing a lot of folios that have less than idea polycounts, and I think a lot of it may come from the quad myth.
Quads are useful for two things:

1. When you subdivide quads, they divide evenly giving a smooth surface. Subdividing a triangle gives you a pinch point that mars the surface
2: quads can be selected by rings and loops. This makes editing very fast and intuitive.

Okay... that said...
Read 14 tweets
2 Jun
#gamesdev #gameart

Looking for a 3d artists to get some zbrush props and scenic details retopologised. Paid gig, remote, per asset quote.

Post folio links in comments below- must show wireframes. Unwrap a bonus!
Extra, extra bonus if you are awesome at sculpting props too! May lead to a bigger gig.
Any software you use is cool, just need .obj or .fbx back.
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