Delaney King Profile picture
Apr 20 10 tweets 2 min read Twitter logo Read on Twitter
One area of #gamedev I like to talk to game artist students about is setting up your creative workspace within your computer.
The workspace I refer to is the virtual creative space you navigate around in every day. It's how you set up your desktop, file structures, tools and engine so that you get into a state of effortless and empowered creation.
If you think of a real craft space such as a wood working studio, how your tools, materials, machines, lights and benches are laid out makes a massive difference to your work.

If you have to get a stepladder out to get those wood stains from the top shelf, you are less likely...
...to use them. And when you do, you have to stop your work flow to get the ladder out and put it away.

The same applies to your creative space inside the computer.
Your virtual workspace is where you will be spending the majority of your life if you are a game artist. So it pays to take some time to think about this.
Let's start with the most important aspect- effortlessly importing and exporting assets back and forth between apps and engine.
Students often see importing as a technical step near the end of their work that they hope to spend little time doing, if at all.
Usually they are given the task of making a character, which takes a few weeks, and then they stick it in the game at the end -usually after a bit of swearing, dialling in values the teacher has given them and generally wanting it to be over as soon as possible.
Instead, I suggest you start with the engine and your authoring app open and get familiar with throwing stuff back and forth between them.

Make a box that is 1 meter square. Import that into your engine.
Now set up your space to make sure the scale matches, the grid, and
The forward facing is good. (Most engines and 3d apps don't use the same cartesian space, with some left handed, some right handed, some Z up, some Y up etc).

Having done that, make a boxy person and import that. Then take your model into zbrush and back, then into engine.
Getting comfortable with that process is like building a bridge across a stream in your village. You are going to be walking back and forth between your engine and tools, so making that walk effortless is important.

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More from @delaneykingrox

Apr 19
*Looks around innocently, minding own business.*

*Casually places a Cast To Third Person BP node.*

*Glances at programmer and smiles sweetly.*

*Places an On Tick Node.*

*Meets programmers uneasy look with an intense stare. Cocks an eyebrow.*

Connects On Tick to...
*Holds programmer back with one arm as I place a delay node*
Read 6 tweets
Apr 18
I wish. But there are game specific factors that impact budget, so it would be somewhat moot.
Start with the specs of your platform or target machine to set the absolute upper limits...
...if your device has X texture memory then X it has to be.

Other factors include legal needs. Yeah, you read that right. Contracts with console developers often include maximum the loading times for product approval.
So sure, your engine CAN render a bajillion polys and gallons of textures for this level, but... yunno you are going to have to limit that to (insert numbers) because the load time MUST be less than (insert contract time) or else your delivery fails to pass.
Read 14 tweets
Apr 18
Hey, remember triangle stripping?

🙃
Used to have to manually order the vertex numbers in our meshes, so they could run faster.

Instead of each triangle being declared by giving three vertices the next one starts with the last index and this continues to form a spirally potato peel strip.

It was hell.
So to explain: each triangle is defined by three vertices.

Triangle 1
Vertex 1, 2, 3

Triangle 2
Vertex 3,4,5

Triangle 3
Vertex 5,6,7
Read 7 tweets
Apr 17
Slapping a dense particle system over things is the cheapest trick in the book next to cutting away to the character's expression whilst the transformation happens...

But there is a lot you can do...
...to make transformations work in interesting ways on camera without too much jank.

First up, if you blend a mesh between two extreme blend shapes, the textures will stretch and warp into unpaintable goo. However, you can set up two UV channels, one for each blendshape result
Then in the shader you transition from the first forms texture (using uv 0) to the second forms texture (using uv 1).

Technically that is how that cheesy 90s morph effect is done.
Read 15 tweets
Apr 17
Quick tip when we say "poly count" we mean the number of triangles in a model... not the number of polygons in a model. I know, I know but the clever sausages who make 3D apps use the term "poly" in their scene stats/huds/polycount tools to mean the "useless" meaning of poly:
A "not useful" polygon is a bunch of vertices connected by ANY number of triangles with hidden interior edges.
1 poly could have a metric fuck tonne of triangles inside and still count as 1. Image
Actually if you want the real true actually what the game imports count of your models density, you need to look at the UV count.

This is because Uv seams, hard edges and vertex face color assignments need to physically split the mesh edges under the hood, upping vertex count.
Read 12 tweets
Apr 17
Tris are great in game meshes. Everything imports as triangles. Its all triangles.
Seriously though, every quad is just two triangles with one edge set to hidden.

You just want quads for ease of editing and clean subdivision surfaces. After that, smash down shit into tris. Throw tris around like shuriken.
Kneel before the triangle. Image
To that inexperienced 3D teacher yall had who told you that "everything MUST to be in quads".
Read 5 tweets

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