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.
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.
We use quads when modelling because of two reasons. They subdivide evenly, and they make selecting easier (loops and rings)
There is a myth that students are fed: Never model with triangles. Always use quads.

This is, I am sorry to say, complete bullshit.
Learn to model in quads, because of the reasons above, but understand that before your model goes into your renderer, that you can use triangles. In fact, in very low polygon situations, you really have to to get control over deformations.
In maya, you can find the "display triangles" setting in the shape node of the mesh.
The hidden edge is usually calculated between the furthest apart verts in the quad. If you picture the hidden edge as a fold in the paper, that dramatically changes how it folds.
But connecting or cutting across the quad, you force the program to fold the way you want it to.
When we say "convert to triangles" what is actually happening is all the hidden edges are made into explicit edges like this. Only you don't control how that happens. And so if you want control, you have to do this part manually.
So, to recap... "polys" means jack shit- quads are sneaky triangles and triangles can be your friend when you know how to use them.

Stay tuned for my book folks ;)
And there I will explain why triangle count is also not the best measure of system resources either!

;)
So because I have other commitments, I am squeezing writing the book in between things rather than setting a fixed release date and then dying from overload.

I have a lot of material from over the years and I have collated this, and roughed in the book on paper...
...what I have to do now is turn all the notes and material into clear, consistent diagrams that print well.

This will be a handbook style book with the focus being on communicating principles using clear visual diagrams first, text second and anecdotes and tips in text boxes.
And it is looking like several volumes of material, so I am breaking it up so the first book is a real solid foundation for generalists, then I go into more specific areas in later volumes.
I will also cross over the material into other disciplines, such as level design, motion capture acting and game design so game artists can learn how to collaborate to make their stuff really useful.
Aaaanyway, back to how triangles can really help you make great game assets take a look at how I use triangles to up the roundness of a convex silhouette.
You actually can get away with far less geo on most game models than people tend to think is needed. Normal maps do a lot of heavy lifting on non-VR games.
(VR has binocular vision so the illusion doesn't work anywhere near as well, and so you need lots of triangles or make use of parralax occlusion mapping to sell the illusion to our clever brains.
"Only model in quads" gives you nightmares like this clock asset. The flat surfaces are subdivided like crazy.
And if you learned something from my tutes and wanna see more, toss me a coffee or sixty nine.

Sixty nine coffees... not... well, maybe but... uhm. Maybe just the tip. I mean... shit! Uh... no... no shit... *dies*

ko-fi.com/dellak
I am gonna use some of the money from the book to get a triangle and verts tattooed on my hand. :)
And a fly swat for dudes who mansplain 3d to me.

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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
#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
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.
Read 21 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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