#gamedev tutorial content has started properly now on my patreon.com/darkling, and now I have my software issues sorted I can start getting into the meat of my Violent Triangles book next week.
The first topic is understanding vertex and face normals for absolute noobs...
And as I go I will be fleshing out the subject to include using directly editing vertex normals for various game effects... normals for precise baking and so on.
I may also push forward the game topology diagram section as I am getting lots of interesting DMs from students...
...who are still getting conflicting messages about ngons, triangulation, quads and topology flow.
The book will cover all this, including use cases, pros and cons, tips for subdivision modelling and typical topology flow principles for faces, characters and super low poly.
I do cover a little of the maths sides of things- but my intention is to have this in optional text frames in the book, so if it frightens you, it is skippable, and if you are interested you can at least get to understand terms like "cross product" and "tangent"
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Quick gamedev Tip: normal maps baked in some tools can be created using a different tangent space method than your game engine does.
Unity3D, Substance, XNormal, Blender (since 2.57) and Unreal Engine use a method calldd "MikktSpace".
Zbrush and Maya do not use Mikktspace...
(As far as I know and all rhe versions I worked with).
Using a different mathematical method of figuring out the tangent space is a bit like this...
Face a wall, and point your arm up at the ceiling. Okay, your arm is a normal.
Okay, I want you to now angle your hand down by 45 degrees. Look at what you are pointing at.
This is the normal I want you to remember, okay? You are now a pixel in your normal map. Remember the spot you are pointing at, you sexy pixel you.
Sketchfab is a really useful tool because you can see hundreds of models with their wireframes, textures and UVs.
It's a great exercise just immersing yourself in how everyone approaches the exercise.
Some good. Some bad. Some very much lessons in now not to.
Triangle faces have two sides. The front face and the back face.
If you turn on "back face culling" one side of your triangle is not rendered. We do this in games to skip rendering things we can't see.
So how do we know which side is front and which side is back?
Well, triangles have 3 vertices. If the vertices are numbered in clockwise order (1,2,3) they point one way, and in anticlockwise order (3,2,1) they are the other way.