I would also add to this, having parts of the mesh in different layers. While this may be ideal to make changes, it can also be frustrating trying to export out something and getting many individual pieces of a model exported out because modifiers were not applied. Sometimes certain parts of a model have a mirror modifier or an array modifier that was left active. Often times I've downloaded a few files that don't contain an export of the model I want to use which leads me to exporting it myself. Combine meshes when possible and make sure the topology flows nicely.Īctive Modifiers. Learn about retopology for dense meshes from this Introduction to Retopology course, This also goes in hand with the first point of having too many meshes. From a performance perspective I'm looking for the best quality mesh with the least amount of vertices. Bad topology can not only affect how a model will look, but could be quite expensive to use in a game. Clean topology should be a given for any model, but often times this is not the case. ![]() This is one that Matthew Muldoon, our Blender Market guru, stomps on quite a bit. I had to go through each one to determine what part of the mesh they were utilized on. On recent model I've purchased had material names called "wire_138008110", there were seven materials for this relatively small mesh that has similar names. The more meshes and materials, the more crucial it is to keep them organized and easy to navigate through. Naming and organization are king, especially when dealing with complex assets. I've downloaded a number of assets with 20 planes and spheres of differing shapes and sizes. This also includes naming these what they are. Don't make a vehicle that has every nut, bolt, door, window, etc as a loose part unless it's vital to making it function properly. Many meshes with no proper naming or groups. I've personally dealt with a lot of these issues myself. These issues can often times be time consuming for those using your assets to fix and/or understand. Common Pitfallsįollowing along with the above, lets discuss some common issues I've seen with various models that people provide. ![]() While you can go to older models and modify them to be game ready it may make more sense to start with this design methodology. The techniques you'll learn in those courses will vary, so I wanted to lay out some general guidelines and get you thinking about the process of what an actual "game ready" asset should look like. Now we've covered the process of creating game assets through a few courses to include our Game Asset Creation course, along with the Tower Defense course and our most recent Robot Modeling course which is currently being used in an actual game. If an asset is too high poly it effects performance, if it's using custom shaders they may not transfer over at all to your game engine of choice. After all you can't just drop in a film ready asset into a game engine. The question was then asked about how game assets should be created for those looking for them. In the live stream some expressed interest in seeing more game ready assets. The idea behind this article came from a recent live stream about our Blender Market, the biggest digital market place for Blender related assets. I've had my fair share of "game ready" assets that I later realized the author didn't really understand the nuances of how this asset could and should be used in a game environment. Each of these should be tailored specifically for the game engines they plan to support. Same is true for other asset types like sprite sheets, audio clips, or animations. Lower poly doesn't necessarily mean this asset can be easily dropped into Unity or Unreal Engine. ![]() A low poly model set is suddenly "game ready". This is one of those phrases that gets tossed around a lot, especially when authors want to appeal to a larger market. For those looking to understand how to properly create game assets, whether for your own enjoyment or even to sell online through a digital marketplace, this article is for you. ![]() Understanding how to build game assets that work great in an actual game environment versus saying "game ready" can be vastly different. Game assets are no different, yet many people mistakenly forget this due to often times small things they overlook. Like all products, everyone wants something of quality that is easy to use.
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