#gamedev Tip: when you make concept designs and sculpt models for creatures and characters, activate your imagination to picture them moving and performing on your screen.
It may sound crazy, but have an imaginary conversation with them as you work. Picture them flexing, adjusting their clothes, thinking, smiling and so forth.

If you do this, big problems that will bite you down the track will quickly identify themselves
Stupid things like... "oh wait, he can't reach his gun"... "her knee pads won't let her walk with her legs close together", "it can't close its mouth", "he can't raise his shoulders".

Dumb stuff that you wont always catch when thinking statically.
If you struggle with imagining things, quick motion tests can help. Throw some rough geo together and auto rig it. This can really help catch problems.

Sometimes tweaking a design can really save days or weeks of fucking around with issues.
Having an imaginary conversation with the character on your screen is a good litmus test for personality. Most humans (but not all, and that's okay) can pick up subtle cues up instinctively from people's faces, so try to trick your brain into using this innate ability.
I have seen some rigging artists who can glance at a mesh and point out a dozen things that could help- so if you have access to these magicians, get them involved earlier rather than later.
You can also make use of liquify for 2d apps and sculpting tools and soft/proportional selection for 3D apps to grab and tug around faces to give you the illusion of life for a moment.
Make them blink, get them angry, make them smug. All this helps make a better design.

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More from @delaneykingrox

Nov 12
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.
Read 12 tweets
Nov 12
From the Dalek mashup series. HP Lovros Image
Mollusc Dalek Image
Burninate Dalek Image
Read 43 tweets
Nov 12
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.

All useful
Just hit this button to bring up the inspector. Image
Just pick wireframe color and you can change the material preview to see it clearly. ImageImage
Read 13 tweets
Nov 12
Some fan art I did of Uriel from Quake III back in the day. Image
Barb wire and tinsel. Image
I did do a colour version. Heh, knew it Image
Read 5 tweets
Nov 12
3D programmers throwing gang signs for the fearsome Cartesian Crew.
How to recognise 3D artist and programmer gang signs.

Left hand crew

Right hand crew ImageImage
Bisexuals Image
Read 12 tweets
Nov 12
A face normal is different to a vertex normal.

A "Normal" is a line that is perpendicular to the surface.

It kinda just means "pointing out" Image
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.
Read 8 tweets

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