#Gamedevtip
Add 'tutorial videos' as a daily food group. I consume anywhere between 3 to 20 tutorial videos a day, often saving and going back over them quickly to lock things in.
Taking time out of your day to learn stuff from other disciplines is a great idea, as it allows you to build a common language with other members, and give insights into the challenges they face.
As a game developer you must work the learning muscles constantly, because everything is changing, and new techniques and tools appear every day.
Taking time to learn them means a huge time savings down the track. It isn't wasted time.
Had I not learned substance painter, I would still be hand painting curvature into my models.
Had I not learned visual scripting I wouldn't have shipped a VR project at all.
Had I not learned clip studio vector layers I would be spending months cleaning up strokes.
Learn as much as you can, constantly, a little each day.
Also take time to explore adjacent fields, like set design, acting, and stop motion, make up or manufacturing design- look for things that you can bring back to your craft. That's how new stuff is born.
For game artists and animators- a big shout out to @FlippedNormals as a great source, as well as Proko, artstation, gumroad, blender store and even youTube (especially if you are poor).
Set aside some pocket money to throw at the wonderful teachers out there making content.
In gamedev, you either constantly learn, or you are left behind.
That may sound daunting, but think of it like surfing.
Be at peace whilst waiting in the water, looking to catch that wave. Enjoy the process, relax, let the information you know wash over you.
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Optimisation isn't just for games- though we have the most extreme cases. Well optimises models and shader/texture combos help all the way along the pipeline for film and TV too.
Skinning, uv mapping and animation all go by much more quickly and smoothly if you have good topo and fast materials.
Being able to email files, quickly archive projects and send assets to an offsite render farm are all a plus.
The smaller the memory footprint of your scenes, the less likely you are to crash during a render.
And optimisation goes beyond cleanup- it also means baking all your bones, blend shapes, muscle, hair, cloth and physics sims to a point cloud for rendering, and lighting tricks.
Okay #gameart folks, I was donated these two tweezers from a VR project to demonstrate some cleanup and good topo.
Big thanks to the contributor, who gets the model back cleaned up as a thanks. :)
Are ya ready for this?
Okay, so here is the topology, and, as you can see, this is far from ideal. Both artists here are from film, so they are just learning the ropes for games- and again, they donated these so give your thanks
Okay, so lets start with the brief. These are for VR.
Now VR means you can get the tool very, very close to your face. It also means normal maps are not going to create much of an illusion of detail.