Asset Creation - Part 2: Block Mesh Plus
The purpose of the block mesh plus is to take the block mesh to the next level. Since the asset was already established during the block mesh phase, the rest of the team may have already started using the block mesh in their gray box level designs. Now we can take the asset closer to the final shape and silhouette. Still using placeholder pieces and block-out techniques, the finished block mesh plus model should look reminiscent of the final model and be ready for approval by the art director before doing the refining it. If the art director asks for major design changes after this, it shouldn't be difficult to iterate on since no detail work has been done yet.
Goals
- Update the block mesh model to get to the desired shape, silhouette and style of the model.
- Name all of content inside of the file appropriately.
- Re-run the 'export all' operator on the export collection, to update the mesh in the game asset.
- Update collision for the asset in-game if needed.
- Check in all of the changes to the respective repositories.
- Get feedback from the art director (Lexi aka Pixel)
1:
Step-by-Step
Prepare / start the task:
Check your Git working directory (pounce-art):
pounce-art repo in SourceGit.
Make sure you have no uncommitted files in the 'Local Changes' section.
Make sure you have the dev branch checked out.
Pull the latest changes from Origin.
Update the block mesh model
model:
You should...
- Use techniques that are easy to iterate on:
- Make the model out of multiple objects that are easy to move around
- Mirror modifier for symmetrical parts
- Make pipes, tubes, hoses, etc out of curves with modifiers for thickness so they can be adjusted
- Repeated parts made from mesh instances
- Simple custom geometry nodes for mesh generation (if it's faster than doing it by hand)
- Focus on silhouette, proportions, and matching the style guide.
- Try to match the concept art (if concept are is provided).
- Save the .blend file when you're done
- For complex assets it's okay to do multiple commits to the pounce-art repo as long as each one represents tangible progress. Please don't check in every time you move a vertex or two, these files sizes add up fast with each commit.
You should not...
- Add small details / wear and tear
- Spend time on final topology / edge flow
- UV unwrap (automatic smart UV project is fine since it doesn't take any time).
- Make materials / textures
2:
Clean Nameup allthe content
scene:
Nothing
3:
Apply all transforms.
Name all objects and mesh data.
Remove lights, camera, annotations, and other unneeded junk.
Export the modelmodel:
4:
Update collisioncollision:
5:
Check toin both/ repositoriescomplete the task:
All changes to the .blend file need to be checked into the pounce-art repository. And the newly exported mesh / collision update need to be checked into the pounce-game repository.
6: Get feedback from art director
Now that the asset has been pushed to the server, the art director will have access to it. Contact Lexi to let her know it's ready for review. If she has feedback for you, make the appropriate adjustments and repeat steps 1-5 as needed.
pounce-art repo:
dev
Stage only the .blend file for the newly created asset.
pounce-game repo:dev
Stage the files for the newly imported asset e.g.:
art_assets/props/crate_wood/crate_wood.bin - The binary mesh data for the exported gltf file.
art_assets/props/crate_wood/crate_wood.gltf - The text header file for the exported gltf file.
art_assets/props/crate_wood/crate_wood.gltf.import - Godot import settings and UID for the asset.
entities/props/crate_wood.tscn - The text-based scene file that contains the entity and it's collision.
Make sure you haven't staged other irrelevant files.
Write a commit message:
Move a the Vikunja task to 'in-review'