#gamedev#gameart advice. I see a lot of students making levels as one big mesh in 3d apps.
Environments are usually made up from what are usually called "kits" of modular pieces.
Here is some of the kits for Hitman taken from their talk (link shortly).
Learning to plan out and make modular kits is super important part of your skill set. Designing modules that are reusable and reskinnable makes a huge difference to your workflow.
You can buy various kits on asset stores that you can look at to get ideas.
There are many benefits to a kit based approach:
Fast level building, easy to load and work on individual parts, kit parts can be outsourced or delegated across a team, modules can be quickly switched out, memory overheads are small and materials and textures atlased.
One tip is to keep " kit library" scenes like the one shown, with all the parts spread out and organised.
This allows you to keep the kit in your mind as a whole, see where there are missing parts and give the designers a menu to sift through.
Here are some further vids to help you learn about kits and modularity:
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Today's #gamedev tip. Sometimes scenes can get very visually busy, and it can slow down game designers trying to tune stuff or find problems like collision gaps or triggers in the wrong place.
You can set up the ability to instantly switch your scene to a design friendly mode-
Which hides all the art assets and instead shows simple block geometry that represents collision, materials based on physics, grid textures and 'helper' objects like text notes, arrows and snap points.
To set this up, ensure every asset in the level is inside a prefab/blueprint.
This allows you to include hidden 'helper' meshes with tags or layers to reveal them and a script to turn them on or off when the game runs.
You can also sit your collision on these objects, allowing you to reuse them and switch out the artwork for variations.
#gamedev advice of the day. You can usually hire around three junior artists for the price of a senior artist. However, this is a false economy.
You need senior artists early on, which you then expand with mid weight and then junior artists later.
Three junior artists can make a lot of assets. However they do not yet have the experience to know how to make assets efficiently, how to set up art pipelines and how to make assets that work well in engine.
They may produce lots of stuff, but that stuff may be unusable.
Senior artists have the ability to set up art pipelines and make asset creation resources.
Think of this as like building a production like with factory equipment vs. hand making everything.
I often get asked what software and tools one needs to be a 3d game artist.
These days, my answer is massively different to what it was before.
Here is my definitive list:
1. Blender 3D.
Amazing even myself, the poor yokel of 3D packages has come of age. Forget crushing fees to Autodesk, this package now has everything a game artist needs to kick start their career and it is free (though I recommend donating some money to their team).
1(cont) Blender massively updated their clunky old UI, and as a result the product has gone from strength to strength in a very short time.
You can model, sculpt, bake, hand paint textures, animate and build shader graph materials that display correctly in the viewport.
An NFT isn't the picture itself, it is just a link, password and receipt for a picture stored somewhere.
A receipt that costs an immense amount of fossil fuel power and generates stupid amounts of heat to feed the computers worldwide that only VERIFY your receipt exists.
You are burning massive resources just so a sea of computers can keep checking to see if you still are a total wanker.
Your art is still utterly copyable, reproducible, hackable and will vanish if the linked resources break- just like any cheesy old web link.
If you would like to support artists, buy the art itself. You can buy the physical original, signed numbered prints, or even buy the rights to reproduction.
It pretty much nothing to keep an actual work of art in environmental impact.