Making models for games.
WHAT THE PROCESS INVOLVES
Blocking out the form Detailing Creating a low-polygon version for the game Unwrapping for textures Baking detail from high to low Texturing Rigging, for animated assets
WHAT POLYGON BUDGET MEANS
A target count per asset category, set from the performance target.
WHY IT MUST BE SET EARLY
Reducing detail after production is expensive and lossy.
WHAT NORMAL MAP BAKING DOES
Transfers surface detail from a high-detail model to a low-polygon one.
WHY THAT MATTERS
It provides the appearance of detail at a fraction of the cost.
WHAT UNWRAPPING DOES
Flattens the surface so a texture can be applied.
WHAT MAKES IT GOOD
Minimal distortion Efficient use of texture space Seams hidden where possible
WHAT LEVELS OF DETAIL ARE
Simplified versions used at distance.
WHY THEY MATTER
Distant objects need not carry full detail, and this is among the cheapest optimisations.
WHAT TO ESTABLISH
Scale, so assets are consistent Orientation and origin conventions Naming conventions
WHY CONVENTIONS MATTER
Inconsistent scale and pivots cause endless small corrections.