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.
You can see the highlights catch here.
Tips for tricks?

ko-fi.com/dellak
Tweeze
heh. Wood.
TWEEZERS: JJ ABRAMS EDITION
The seam between the metal I added dynamically.
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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More from @delaneykingrox

8 Jun
How do I go from:
Supporting artists, giving away free advice and mentoring

to------>

hard assed, blade tongued bitch cutting down posters and shredding their arguments, work and self esteem?

Easy. I put everyone into the first category until they are a bigot.
Don't fuck with me.

Now, who wants a nice cup of tea, some home made muffins and some life advice?
Who needs a hug and a biscuit? *looks you dead in the eye* Seriously I will cut you if you fuck with me.
Read 4 tweets
8 Jun
This made me snort my coffee. Nice work @blargsnarf.

Now, as a side quest, lemme just highlight a few things...
Lets say these are traits that you have and you think that makes you a 'bad artist'. Can I make you feel less 'bad' about yourself?

What if I told you that most of these fall into three categories.

1. Unregulated ADHD
2. Perfectionism
3. Goals over growth
Okay, so executive dysfunction is an aspect of ADHD where you can't focus your brain where it needs to go in order to serve your goals.

You know what you should be doing, but your brain just can't go there. It's like steering a trolley cart with a busted wheel.
Read 16 tweets
8 Jun
Me: 24 years experience in my field.

Some dudes: I think you are wrong, allow me to explain your job to you using my basic grasp.

Me:
Lemme just bust some of your weird little bubbles here...

1. Yes, I know polygon reduction tools exist.

2. Amazingly, I know what "character artistsin games" are doing because *whispers a secret* I am one.

3. Games are not all AAA running on high end machines.
4. More polys doesn't equal visual fidelity.

5. Maybe you are a misogynist.

6. Yes, I have actually made VR projects and know what I am doing.

7. Making stuff well gives you control, speed in workflow and uses cheaper machines.
Read 6 tweets
7 Jun
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.
Read 5 tweets
7 Jun
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.
Read 23 tweets
6 Jun
#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.
Read 7 tweets

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