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Ace
@perfect_ace97
Lead weapons artist & Co-Founder @machina_bellum with experience in AAA games like Call of Duty MW3, Black Ops 6, 7, and more!
Dubai, United Arab Emirates Katılım Haziran 2023
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I fucking love my timeline today
RPG Enjoyer 🐉@BasedRPG
Dante: “Well, well, well, if it isn’t the Resident Evil.” Leon: “Gonna Cry, Devil?” Dante: “Good one lol” Leon: “Yeah same to you lmao”
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Explaining the difference between face-weighted normals and simple bevels with no custom normals:




Sami@Samisaccnt
@vladimirdesigns @perfect_ace97 Might be a dumb question but what'd be the difference between just beveling / filleting everything & doing the same but adding face-weighted normals? I find hard to understand what'd it change
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@perfect_ace97 @vladimirdesigns @JoeWilsonEQ1 Of course he can haha, Vladimir made a nice demonstration though definitely helped me grasp it better
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@vladimirdesigns @perfect_ace97 Might be a dumb question but what'd be the difference between just beveling / filleting everything & doing the same but adding face-weighted normals? I find hard to understand what'd it change
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@ArtOfPilgrim I wish 3ds max had adaliction and UV edility just like blender
@autodesk wake up and catch up
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@munsplit @vladimirdesigns You know what, i actually can’t wait to see that
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@perfect_ace97 @vladimirdesigns wait until you see my sheet intersect midpoly shell with half korean bevel split normal aligned edges.
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@perfect_ace97 Face-weighted normal workflows will be the next weapon art meta. Calling it now.
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@perfect_ace97 I have quite a few friends that worked on them, I’ll let them know haha
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@vladimirdesigns I guess we were talking about different things 😄
Great work btw, love what you been posting!
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I think we are talking about slightly different things.
I agree that all hidden surfaces have to be optimized to smithereens. That's non-negotiable.
My point is that the player never sees UVs or the wireframe of the game mesh. But their quality is directly upstream from how the game looks and performs, especially on lower specs.
Things like edge flow, edge density distribution, edge reduction patterns, UV padding, UV shell placement, UV straightening, etc.
Think about how much they affect texel density and LOD mesh quality.
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I'm a strong believer in Steve Jobs' design principle to make the unseen as beautiful as the seen.
Lowpoly (game mesh) topology is a prime example of this principle in game 3D.
It's never seen by players, but it affects:
- Quality of LODs, UVs, bakes and textures (directly affects performance).
- Production speed down the line. Three years from now, another dev will have to edit your files. The quality of your work will make a difference between just editing and redoing from scratch. Future proofing saves you a ton of money.
Some WIPs of a model I'm working on:




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That’s actually very interesting!
In my experience(which is mainly freelance and outsourcing) it’s all about what the players see, if it’s hidden, gut it
If i would spend time for example tinkering the inside of a handguard, that would be counterproductive, it will be occluded and shadowed.
I meant by no means to disregard your experience in this case, but it just feels odd to me haha, from my perspective, game art is all about hiding your mistakes.

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I think the difference in our perspectives is coming from what we were exposed to over the course of our careers.
During my time in outsourcing I worked for a number of big-name developers.
There was one client that had ridiculously strict quality requirements. Off the charts mesh quality, feedback for barely perceptible bake/texture flaws. They are also running a 15-year old live service game with beautiful graphics that runs well on a calculator.
There were also cases where I had to clean up surprisingly sloppy work. Eyebrow-raising stuff.
And there was everything in between. The correlation between production discipline and the appeal/quality/market performance of the final product was pretty strong.
Maybe I'm falling prey to some fallacy, idk. Genuinely curious what your experience looks like.
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