I have been snooping around sketchfab looking at your topology and I must say...
Do you all have shares in 3d cards? Because you are punishing peoples computers for no good reason.
Damn there is some amazing things here- but y'all can get this stuff in from between a third to a tenth of the overhead.
Here are some of your top sins!
Sin 1: Not looking under your model before you publish. Sure, it's the base, but it drives up your count and people can judge you on that.
(reproduction of what I have seen)
Sin 2: Subdividing flat hard surfaces.
What do them there edges even do, y'all?
Top: Naughty
Bottom: Nice
Sin 3: Teeny thin bevels on a baked model
You gotta decide who is giving you normals- your model, or your normal map. If your model looks like this, AND you have a normal map, your kinda doing double duty.
Sin 4: Seriously... I mean... seriously.
Sin 5: Weird budgeting priorities
Your character has boxes for shoulders but their brooch is extremely detailed.
Padme: those sleeves come off, right?
Annakin: *dead eyed grin*
Doing this means painting weights wont prematurely age you and overdraw doesn't bite you.
Sin 6: Floating geo details
Great in theory- but when you LOD, these aren't in the texture of the mesh below, so either crunch badly or disappear.
This pretty much could have been a normal map.
Sin 7: Just because a cylinder needs 32 edges to look round at it's widest part, doesn't mean you need to keep 32 edges at it's smallest. Gun barrels often have duffer amounts of geo inside because of this.
Sin 8: Your cell shade shell doesn't need to be the same as your mesh. You don't have to include internal stuff you will never see.
Actually you can use this for styling your line weight too
Take a glance inside your characters mouth. The underside of tongues and the back are usually like this.
So for sin 9: get into that gob and clean up.
No naming names, but this is a back pack on one (absolutely gorgeous) model.
Pupil on the same character.
Underside of boot.
It isn't all bad news- take a look at the topology that Antonbelyaev lays down on this stylised cart.
Perfect.
Sin 9: Loops to hell.
welp, if you just realised you had to rush off and fix something- do consider throwing money at my head.
A video game that simulates #ADHD. The mission objective changes at random every few minutes and whenever you walk into a new room, your inventory shuffles one item and sometimes it becomes invisible for a few minutes.
You auto steer into table corners.
Whenever you get more than one sidequest there is a chance you go into overwhelm and your controller will pretend it is unplugged.
The corners of the level starts filling up with laundry.
You put down an item and it vanishes when you look away.
You have timed missions but during loading screens that can dramatically shorten by an hour or five.
In Life Is Strange Before The Storm, one truth Rachel Amber tells Chloe during "two truths and a lie" that she is a Leo.
The brilliant thing is later if you pay attention, her birthday is the day after Leo ends. But her starchart has her on a cusp.
This is brilliant.
The series has a few moments of absolutely brilliant subtle clues in it that add layers of meaning, but you have to be sharp to spot them.
But if you miss those, there are still blatant clues around the place that give some level of depth.
The main mysteries of the game aren't hard at all, probably to a fault, but on replay there are far more little ones.
A technique I highly recommend to #gamedev artists is to look at actual shipped game assets.
There are various ways to get hold of them, such as programs like Ninja Ripper, Utiny ripper or via archives.
And I must stress this is for learning purposes ONLY. NEVER use them.
Being able to look at models from a wide range of titles, see how they are rigged, how their Uvs are layed out, the triangle count and modularity... it all helps you understand the ACTUAL end result you are aiming for.
I think it is really important that students bridge the gap between where they are at, and what the end products are at.
You may think "oh, the models in X game are super high end, high tech stuff" but when you actually crack it open and examine it in your DCC...
There is no future for humanity in a world where all human endeavour is stolen and boiled down to something that replaces humans.
What do humans do in a world where humans are not employed to create?
Is that a world you want to live in?
If you take away the creative process of human artists into pool, the zeitgeist becomes entirely manufactured from an ever decreasing pool of looping cannibalism.
Pop literally eating itself.
Endless product without exploration. Product feeding on product.
No art movements, no re-evaluations of our place and relationship to the world.
Draw calls are responsible for a good 50 percent of the chugging issues I have helped games with.
A draw call is "okay now draw me an apple, and come back when you are done for the next instruction."
Then you ask for another apple. Then when they return you ask for another...
So the GPU is running back and forth to the CPU when it could just do that once and "draw me a pile of apples".
Rendering an apple, in this example, takes a tiny amount of what a core on the GPU can render. So by welding all the apples into one bigger mesh, it can be done faster in one draw call than all the fucking around to draw them one by one.