Always imagine your character design is in motion as you design it. Imagine they are an actor at a costume fitting, talk to them about how the movement is, imagine them trying stuff.
You absolutely must imagine things in motion but also in context- imagine them moving through a room doing what they are supposed to do.
Form always follows function, and so the function is your priority.

What is needed from this thing?

Can you get inside? Does it become damaged? How should it make you feel? How many are on screen? What distance do you usually look at it from?
This is often why you DONT want to finish the high poly first.

Make a rough model and import it, see if it does what you need it to first. Then you can spend ages working on the high poly, knowing the work isn't wasted.

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More from @delaneykingrox

11 Jan
Detail acts a catch point for eyes, or can be general noise- texture. Placing details strategically to catch and lead the eye around. Think of it like a pinball game.
Details are musical. If you just put a tonne in you get hairbands just doing scales really fast- yawn.

You want to make details a journey for the eye, just like music is a journey for the ear. It can be pauses, redirections, focal points.
A good track needs bridges, hooks, melody, builds, breathing spaces etc

Details on designs are the same.
Read 47 tweets
10 Jan
Queen Amidala! I am Qui Gon and this is Obi Wan, we are here to warn you about the invasion.

*padme looks around and back to Qui Gon.*

Thanks?
The only way we could communicate with you was to board the invasion itself.

-oh plus we had to split up so we were less likely to be detected.

-doesn't that double the odds of being detected?

-they don't teach maths to younglings your majesty.
- so they don't know you are here?

- well they did know we were aboard their ship. We killed a LOT of their troops on their command ship.

- you were on the command ship?

-yes, just outside the command room.

-and you decided to...

-warn you. Yes.

[Padme look intensifies]
Read 26 tweets
10 Jan
Agatha Harkness is the hero of Wandavision. The show is therefore a tragedy.
1. Walks right into a massively dangerous magical anomaly never before seen.

2. Wears 80s spandex workout gear.

3. Goes into the super unstable, mind controlling entity's house and makes jokes.

4. Psychoanalytical approach to seeing if entity should have power.
5. Removes tampering agents from threat.

6. Decides to drain power from unstable entity as a last resort.

7. Is fucking murderously hot, holy shit omg I am so gay for her I could strangle sparky myself holy shit
Read 8 tweets
10 Jan
Okay, so I haven't done a #gamedev tip in a while, and I have a little relaxation time for the next hour or so and feel like doing something. Do you have any questions? DMs open if you are embarrassed to ask.
Lemme just give some quickies whilst I am waiting.

1. For 3d artists, set a toggle key to toggle on subdivision. This allows you to see if a mesh has accidental overlapping topo, holes or other errors. In Maya hit the 3 key. In Modo, the tab. In max assign the NURMS toggle
2. Every material assignment, vertex color hard edge, uv seam or smoothing group hard edge actually splits the mesh under the hood- upping your effective vertex count.

This is why UV count is better than "polycount" to measure a meshes overhead.
Read 34 tweets
9 Jan
Can confirm, assets as NFTS cannot work and yield no benefit to either the customer or the developer.
Let's take an item such as Merman's corn cob sword for an example.

To use it in Mortal Kombat, it would need to have anchor points in the right places and orientation to attach it to the character's costume back, have the right hit boxes and have those call back to the character
Now let's move that over to Among Us. So, same sword, now utterly incorrect format. Not pixels, not cutesy style- and at the scale shown, the corn cobs would have to be simplified to show up, meaning it looks totally different too.
Read 24 tweets
9 Jan
Me writing Batman.

Panel 1: long shot of Wayne Manor, the sun crawling up casting golden light across the magnificent
windows.

Panel 2, 3, 4: the golden light creeps over the interior bedroom and finds Batman laying on a bed, snoring.
Pagw 2 Panel 1, 2: Batman snorts awake, winces at the light.

Panel 3: batman pulls his batmask down his bat face to cover his eyes.

Panel 4: the bat alarm goes off.

Panel 5: a batarang misses the alarm

Panel 6: another.

Panel 8: another.

Panel 9: a batglove hits it.
Page 3: panel 1 batman wakes up groaning
Panel 2,3,4,5: batman staggers to the shower, peeling off his bat mask, bat hood, bat undies

Panel 6: batpeen is hidden by Batarangs embedded in wall behind the clock.
Read 11 tweets

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