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.
So we are aiming for a decent finish in VR.
Here is the first location we can make a savings. The teeth are needed, however the subdivisions run down though the model.
The tweezers need to pinch together, but they dont need more than that. We can really take this down
But lets start with the low hanging fruit. There are a lot of loops that do not contribute to the shape at all. So we can blast those straight away
So that takes us from 1641 tris down to 1247
This is where the real fuckery starts. I am going to blow these away.
And then re-orient the edges so those little triangles are actually triangles.
Looks ugly, but the tapering of the tweezer dictates at least five divisions
Epstein didn't kill himself.
And with the polys I saved, I added a bevel and face weighted normals. This will light well in VR.
See how it catches the light? No baking needed
So here is the wire now. 666 tris. Face weighted normals.
Now the UVs. I added a few edges and merged a few to allow sharing of uvs from one arm to the other.
I use as few shells as possible to keep my UV count down, but break up the long parts into chunks that allow me to maximise the use of texture space.
The texel density is the same all along the tweezer, and the other side has no uvs. I will mirror them later.
Bonus trick. So, this is one tool in a range of tools in the game. They all use the same logos and... well, wouldn't it be nice if we had huge, crisp text on all of them and shared that data?
Also, on the mirrored side we want the logo flipped.
Enter 2nd UV channel!
Okay, so in my shader, channel 0 will lay down some metal from one set of textures.
Uv Channel 1 references a second map, that has all the logos and text on it.
And the final score is....
Or, in UV terms, I get four of mine to one of the original.
I also get...
nice edge highlights
each of the teeth catch the light.
My logo will be super high res.
My uvs cover approximately five times the surface area of the original.
That way I can dial it up or down, make it thicker or thinner- non destructively.
Okie dokie folks. Hope that helped. I am off to bed. :)
Why this pole?
It allows the face weighted normals to distribute smoothly around the rim. For the cost of an extra triangle, the normals fan nicely towards the middle.
As you see, that area is flawless, and the bevel crisp all the way around.
You will learn to control normals like this with experience. It's an art.
Why the gap? The uvs are laid out to the metal grain, so it can be tiled in the shader and combined with baked maps.
If I turned one sideways to fill the gap the grain would be wrong....
By tiling the fine textures, I can reduce the baked maps by one eighth the size x normal, ao/roughness/metallic, albedo.
So I lose some uv space but I gain much, much higher res textures with smaller maps.
This is for VR, so it can, in theory get up inches from your face.
If this was for, say, a PC Fps game, I would push the count way down and bake on the ridges with a normal map.
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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.