Making Game Ready Models
Research before design on making a game ready model
Some tutorials shown are blender specific but workflow remains the same for Maya
”How To Make Game Ready Assets”
Video Notes;
- ask yourself ‘is this a central piece of the environment’ or ‘what is the environment styling’
- Collect good reference images
- choose if you are modelling low or high poly first – different workflows
- Priority of the asset determines detail and polycount
- Polycount depends on where it will display – e.g PC can have more detailed assets than a mobile game
- Good UVs means easier time texturing – no stretching, no overlapping
- Search PBR Texturing for game assets
Video Notes;
- Use a blueprint/background image when modelling
- Creating a low poly model eliminates all the unnecessary polygons, vertices and edges that don’t affect the model shape
- seems to be drawing/stitching the UVs manually
- low poly first to substance painter -> high poly gets baked on top
Website Notes;
- Low poly meshes are typically for games vs high poly meshes are used in animated movies
- polygon numbers affect system performance
- low poly models are usually more blocky and simple
- sometimes models are left low poly due to poor budget or a ‘nostalgic’ style
”Creating Great Game Assets for Fun and Profit”
Website Notes;
- Name everything – including meshes, materials or groups. Also, be specific on what things should be named
- Avoid bad topology and combine meshes if possible
- Good UV unwrapping avoids seams showing and allows for easy texturing.
- Texture sizing – uncommon issue but rending a texture with a 4k map when a 512 should suffice.
- Build generic models that can be reused (lowers budget)
- Charge for quality, lower price is throwaway models.