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

 

”How to Make 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

 

”Low Poly”

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.

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