Game artists always benefit from learning how to leverage non destructive and procedural methods. #gamedev #SubstancePainter
This means setting up systems for tuning the results rather than just painting or baking on a fixed thing that is hard to edit. It makes you freer and faster.
Here I create a greyscale mask map that defines the bevelled ridges. I then reference that mask (using an anchor point) in other layers to create normals, dirt and AO.

So changing one changes the others.
This is handy because I can then import this into the game, play it and see how many ridges look good- too many could be busy or turn to mush when mip mapped in the distance. I can tune down the values and then hit export and the game updates.
Combining smart materials, anchor points and your own substance generators to make certain elements means you are empowered and can iterate quickly.

If changes are slow and painful, you will never get your best work done.
The same principle is seen here in my hand painted textures for Dungeons and Dragons Online. This was PRE substance, but I made use of photoshop layer effects to carry a lot of the work for me.
This is a simple bevel and emboss effect with an outer glow set to multiply. All I had to do is paint a white mask and the majority of the shading was done. This let me make fast changes and line up seams (we didn't have good 3d painting tools then so it was just photoshop)
This is just two or three layers with the same effect applied, to allow me to overlap details.

I then handpainted over the effect for touch ups.
You can see the exact same trick used here to create the trim. By thinking ahead and making effect presets and material type texture set ups I could do hundreds of textures fast.
And I do mean hundreds. So many costumes, weapons and monsters. All using smart procedural effects to keep me sane.
The same principle works in 3d as well. I used 3DSMax on Dragonage so I could form simple plates with a few polys- and have referenced modifier stacks to automatically apply smoothing, thickness give it a trim and uv that trim dynamically.
Blender is okay at this stuff, but Maya is terrible. Max is by far the best core modelling system because of the way it let's you stack modifiers and pass data up to the next modifier above- all in real time. All dynamic and reusable across projects.
I see a lot of people working by hand on things in a destructive or fixed way.

For example, putting lizard skin or leather texture on a bajillion poly model in zbrush and baking it.

Instead, you could do this dynamically in your texturing package- allowing you to...
Dial up and down the scales, change the scale shape and quickly brush out scales that don't sit well on the animating model.

Being able to dial in values and tweak shapes and brush in effects just gives you far more control and response time.
So yeah- best advice I can share is learn to make an art PIPELINE so all the stuff you have to produce is consistent, easy and fast.
Learn to make set ups that do the heavy lifting for you, and frees you to make artistic choices, or take client feedback.

Work smart. Learn non destructive workflows x
As always, you can butter my buns here:

Ko-fi.com/dellak
Oh and you can save a huge amount of pain by learning smart objects in photoshop.

Say I have my icons for every button or object in my inventory have a border or background... you can save it as a file and import it into each as a Smart Object. Change one, changes all
This means I can make, say, symbols used on my ship textures, flags and so forth all reference the same source image. If I change that, every texture gets updated.

This is great if you need to remove all the skulls and bones symbols in a Chinese release.
Like, store all your English words of textures and gui elements as smart objects and when you need to localise into Japanese or Italian, it's easy.
I made this in photoshop. It's completely unrelated to the lesson, I just think you need to smile.

(Bell peppers are called capsicums in Engand.)

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More from @delaneykingrox

Feb 27
I think it is time for Autodesk to develop a modern 3D application for the entertainment industries.

With the combined development base of 3DSMax, Maya and XSI, a clean unified start combining the best qualities of workflow and features would be a revolution.
Each of the products have strengths and weaknesses across the board, and are, frankly creaking under their long lifespan.

Personally, I would take the gestural nature of Maya's marking menus and build that over the bulletproof mesh and modifier stack system of 3DSMax-
And use XSI's node based scripting to create not only the individual tools but also the GUI, allowing artists to compile and share features, modifiers and tools.

The benefits of combined development is reducing the maintenance, focusing the teams and building something...
Read 6 tweets
Feb 27
Okay lemme just kill some myths about #gamedev polycounts. (My upcoming book is packed full of this stuff BTW).

A polygon is not a useful measure.

I repeat, the polygon is NOT a useful measure. Image
A quad is actually two triangles with a hidden edge. You can display this hidden edge in all 3D aps. It usually shows as a dotted line.

Your 3D card sees your model as a bunch of triangles, not quads. Image
We use quads when modelling because of two reasons. They subdivide evenly, and they make selecting easier (loops and rings) Image
Read 22 tweets
Feb 27
#gamedev tip of the day: communication is hard.

Have you ever described something to someone and they enthusiastically agree, seem to get it, then go off and do something completely not what you wanted?
Communication is one of the hardest and most vital parts of a collaboration.

"Can you make him look more tougher" may sounds like a clear instruction, but it actually isn't. It leaves a huge amount of space for interpretations. What does "tough" look like? What does it mean?
To some, 'tough' may mean:

Muscular, bulky
Emotionless
Angry
Cruel
Square jawed
Cropped hair
Scarred
Angular
Read 22 tweets
Feb 27
Just picturing power rangers but the alien technology isn't properly compatible with humans so the masks add sulphur and methane to the air supply, and in pumps the body full of stimulants so the teenagers act like they washed down speed with fifty coffees after they wear them.
The alien computers don't speak English and cannot be updated so they keep accidentally activating stuff... and the megazords when you hook into them try to communicate with you using LSD like imagery.

It's alien technology. You don't have the holes to use this stuff.
"God Becky, you look like shit. Are you on the weed?"

"No... Remember that giant gorilla chicken hybrid that destroyed that one block of flats that Kaiju attack just out of town last night?"

"Yeah. It's weird, you would think after the first ten kaiju that...
Read 13 tweets
Feb 26
Today's #gamedev tips is about the subject of #conceptArt, what is (actually) is, how to use it and busting a few myths.

This is a wholistic multidisciplinary look- so all devs may find something here.
So first, let's start with a definition. Concept art is anything used in the preproduction of a final product.
It usually isn't the final polished art work you may be used to seeing.

It can be stick figures, a top down scribble of the level layout or a photograph with some ballpoint pen drawings on it.
Read 48 tweets
Feb 25
This is worth talking about. Firstly, if you aren't familiar with the term "DSD" it was introduced after the term intersex had been well established and was neither consulted on and is hugely problematic.
Where "intersex" means a person falls between the arbitrarily agreed limits of male and female attributes in the country they are in by whatever systems the medical practitioner uses to rate you.

It is literally arbitrary- like a clitoris has to X cm to be considered a penis.
Unlike 'intersex' which paints sex as the healthy view of a continuum, or spectrum that we all fall somehere along- DSD takes those arbitrary margins and says "this is healthy/normal and anyone who doesn't fit this model has a medical condition"

This is called "pathologising"
Read 23 tweets

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