Friday, 15 November 2013

A check list of don'ts for this year from our lead producer !

3d Modelling:

Technical art: There are a lot of flawed models that don't obey basic principles of logic and function which is happening because people are just modelling without making concepts to draw from. Create some basic sketches of everything you are doing, especially if it's complex. It gives something Dom something to look at for critique and gives you some guidelines to work on.

Sloppy Modelling: Whether it be assets floating on nothing, assets clipping, objects not sized as they should be or other unfinished material, it needs to be fixed otherwise it's deemed not finished.

Polycount: Be very considerate on model polycount and remember your model will not be the only thing on the scene. If you're making a barrel or a crate that has a 1000 polys imagine if there are 20 of them in a scene, that's 20,000 polys just on crate every second. I know we haven't given you a set amount of polygons to work with, just please use common sense.

Soft edges: I understand things look a bit weird when soft edged but for the sake of texturing, things need to be soft edged cause otherwise aligning texture maps properly is annoying. Texture artists will not be going around fixing everyone's models when started, so make sure this is done before passed over.

UV Mapping, I've talked about this before, really be careful with uvmapping, I've found models with flipped and stretched uvs (like the one on the barrel). Sadly I was close to finish and I couldn't edit them so I had to work around the issues, turning a 10 minute job into one of two hours. Please us the grid when uvmapping, because when texturing starts, the last thing you want to do is go on blender 20 times to make sure the stretched texture looks properly by making it intentionally stretched the wrong way so it aligns properly.


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