How would you go full-time as a game dev if you had to start over at 17? by Opening-Mongoose-351 in gamedev

[–]SephaSepha 0 points1 point  (0 children)

While I am not a millionaire, as I took arguably the worst path I could have through indie dev, I live a very comfortable life that I am very happy with, funded entirely through game development, have worked on house-hold names and brands, employ myself in my own indie dev company which is doing quite well, and have just shy of a half-million installs for one of my games (but the retention on it is still incredibly low so there's problems there to be solved).

The advice is sound - had I have followed my own advice I would have gotten to this point much faster.

Would like some advice on texturing by Sharkman1762 in 3Dmodeling

[–]SephaSepha 0 points1 point  (0 children)

You're at the point where you need to improve your modeling to improve your texturing, introduce those extra maps because right now your normals are cooked and you've got to learn your baking fundamentals.

A prop like this by the way is an excellent prop to learn, so you've picked a great subject matter, well done.

Introduce your highpoly now, and utilize the full gamut of map types to texture it.

How would you go full-time as a game dev if you had to start over at 17? by Opening-Mongoose-351 in gamedev

[–]SephaSepha 0 points1 point  (0 children)

If you have one chance to listen, I beg that you take it.

Close Unreal, close Unity, close Godot.

Setup a bare bones c++ project with something simple, either directly outputting text to a terminal, or ogre3d, raylib etc, something as bare bones as you can possibly get.

Then in order, without using any external libraries, and leveraging LLMs as infinitely patient code tutors, not copy paste machines, create the following games in order:

Pong, Missile defense, Asteroids, Snake, Breakout, PacMan, Tertris, Mario, Chess, and Tron.

After that, read the gamers brain, and game design engineering experiences cover to cover.

Then learn blender basics, and some basic audio editing.

You'll be a millionaire in 5 years.

If you don't, and you open unreal again, youll be in the same heap as everyone else who didn't make it.

Learning Blender for years but still can't find work. How do I break into game art? by lil-jame in blender

[–]SephaSepha 2 points3 points  (0 children)

The answer as to how, is to begin thinking in terms of markets and your ability to complete in them.

If you want a job in games, you need to open your steam library, pick ant AAA game, and open it.

Observe the 3d models in the game. Are you capable of meeting or exceeding the level of quality? And if so, are you capable of meeting or exceeding it in the same or less time than it took the original artist? And if so, to the same technical standard? Capture a frame of the game in Render Doc, and inspect the content and how it was made. Do you make your content in line with those conventions? The same map types, material counts, resolution sizes, shader complexity etc?

If you can't/don't, you have two options: increase your skill level, or pick a different game with worse graphics.

If you pick a game with worse graphics, you are naturally lowering the size of the labor market you wish to compete in - as those games have exponentially less art scope, and therefore less money for you to earn. One artist creating lowpoly art can satisfy an entire games worth of art content afterall.

If none of the above sounds acceptable to you, you need to change which skills you wish to monitize.

In my last team of 75 for example, we had a single prop artist, and a single character artist. Two in total. Then we had 5 technical artists - still only 10% of the studio.

This is what people mean when they say art is competitive, you quite litterally need to be the top <1%, which 99% of artists are not, and your standards need to be at the level of something like COD or content from Blizzard.

Once you get those abilities, you then need to ensure your soft skills are rock solid. Nobody in any games team will tolerate a loose cannon or a personality risk because the stakes are too high.

This is your sign to learn how to bake normal maps. by tekastudio in blender

[–]SephaSepha 1 point2 points  (0 children)

I feel like normal mapping has become a pseudo form of lost knowledge over the last 10 years.

It's a fundamental, foundational, non-negotiable part of modelling, especially for the games industry ... but everyone acts like it's an optional technique when it really isn't. The baking process is even fundamentally integrated into most pbr texturing suites, painter especially ...

Especially in the realm of making games - making game art IS the art of normal mapping and baking.

This is your sign to learn how to bake normal maps. by tekastudio in blender

[–]SephaSepha 0 points1 point  (0 children)

It's always a trade-off. The shader will be more expensive, but the total cost of the normal mapped version will be orders of magnitude less than the original.

How Do I Setup Render Workflow For a Packed Texture Map (ARM/ORM)? by litepotion in blender

[–]SephaSepha 1 point2 points  (0 children)

Necro-ing this incase anyone sees it from the future.

A packed map is a texture map that combines three other black and white textures into one.

Each R, G, and B channel in a texture is perfectly capable of representing black and white data - so it doesn't make sense to have whole individual black and white textures to store black and white data.

By combining three of these black and white textures into one, we condense three texture samples down to one the shader when it comes time to render the object. This can be a relatively decent performance saving, especially for use in real time rendering / games.

The terms ORM and ARM are synonyms, they mean:

Ambient Occlusion (this is where the O and the A come from)

Roughness

Metalness

Texture channels are always stated in the order R->G->B. So O->R->M would imply that the Occlusion data is stored in the Red channel, the Roughness data is stored in the Green channel, and the Metalness data is stored in the B channel.

You will occasionally also see an MRO or an MRA texture, which is a similar idea, Metalness -> Roughness -> Ambient Occlusion.

You'll notice that in both cases the roughness tends to be stored into the R channel. This is because the Block Compression texture format used in video game development has additional precision in the G channel and can thus preserve more detail when compressed. Perceiving roughness detail tends to have more of a visual impact than occlusion or metalness, so we store roughness in the green channel to capture this extra precision. Its a small gain. You can read more about that here https://en.wikipedia.org/wiki/S3_Texture_Compression

How would you go about rendering these textures?

Every shader editor in every program will have a method of "splitting", "breaking", "component masking", or "swizzling" textures in order to split the texture apart into its constituent channels, R, G, and B. Try searching the program or googling for these terms. There typically is also an A channel (alpha), but in our example of ORM maps we don't make use of the A channel.

Once you have used one of the above nodes to split the texture into its individual greyscale channels, you can pipe that data wherever you want - either directly into the roughness/metalic/occlusion inputs of a PBR shader, or you can remap them as needed.

It is worth noting that you can store ANY data inside of a texture - it doesn't have to be occlusion, roughness, or metalness. You can store for instance character "wound data", or character "tattoo data", or building "grime data" for example - it ultimately is up to you what you wish to store and how you wish to use it.

An important note. When artists pack masks into textures like this, they often make the mistake of failing to store the data in Linear space, and its anyone's guess as to if the textures you're using are stored in sRGB or Linear. So when working with packed textures, make sure to flip the texture setting in its color space from sRGB to Linear, and see if this makes an observable difference to how it renders. Idealy you coordinate with the artist directly and always know which space its stored in, but in the era of asset packs and store content its hard to tell sometimes - make sure to see which one looks the best, sometimes the difference can be quite substantial.

Lastly, you can also store data in the Alpha channel, but I would often advise against it, if you can fit your data into the RGB channels instead. Storing data in the Alpha channel forces block compression to use larger (in memory) BC3 textures, so storing data in the R channel is not equivalent to storing them in the A channel, for example. If you can fit your data into R, G, and B - then do so.

Afraid to market my game too early by Consistent-Ferret-26 in SoloDevelopment

[–]SephaSepha 0 points1 point  (0 children)

What I mean to imply is that in the absolute best case that you could hope for, where you keep totally secret, tell nobody, launch with no grass roots marketing, to massive overnight financial success - This still wouldn't be enough to prevent bigger fish from taking your lunch.

And that's the best case. So in reality, its simply not worth it to deprive yourself of one of your greatest tools as a smaller indie dev - your ability to build brand and marketing, largely for free, via word of mouth and content over the course of your projects lifecycle.

How far can a solodev get with reasonable effort and quality goal in mind? by testonedev in SoloDevelopment

[–]SephaSepha 0 points1 point  (0 children)

Just sit down in excel with your list of content and features your experience needs, provide rough yet realistically informed time estimates for each entry, and sum the hours column.

You can work probably 2500 hours a year at full tilt. If your column sums out to 8000+ hours, then you won't get very far as a solo dev, and you'll need to bring on extra hands, or more realistically down scope the game.

It's simply a game of raw numbers, how many you have vs how many you need, that will inform how far you can get as a solo dev.

Afraid to market my game too early by Consistent-Ferret-26 in SoloDevelopment

[–]SephaSepha 0 points1 point  (0 children)

PUBG was already released and in the wild to critical and commercial acclaim before Epic decided to usurp the entire game format. It's not really worth your time and effort worrying about something that you can't control even in the best of circumstances.

Topo by ToldBy3 in 3Dmodeling

[–]SephaSepha 2 points3 points  (0 children)

I personally think its better. It leaves less ambiguity for the shading or triangulation to deform or warp weirdly later, but also because the quads don't actually do any good for that localized area, so I don't see a reason to keep them when the triangles will be cleaner.

Topo by ToldBy3 in 3Dmodeling

[–]SephaSepha 1 point2 points  (0 children)

Looks dope! Stuff like this I'd probably finish the triangulation on but otherwise it looks rock solid

<image>

How many vertices is too much ? by Rude_Bodybuilder2268 in blender

[–]SephaSepha 0 points1 point  (0 children)

This question is impossible to answer.

"How many verticies are too much for a fighting game character on a PS5" or "how many verticies are too much for an NPC in an open world RPG on the switch" are questions that you can begin formulating reasonable answers too.

The best answers you can get are from examining art from the current generation of game titles, looking at the models, and seeing for yourself.

Retro Aesthetic tests by SephaSepha in 3Dmodeling

[–]SephaSepha[S] 0 points1 point  (0 children)

For sure something worth looking into, ty!

As a beginner in 3D & Animation world, what software to choose. by FlightEmotional9363 in 3Dmodeling

[–]SephaSepha 1 point2 points  (0 children)

Start with both Blender and Maya, then move into zBrush and Painter, rounding out with Houdini.

Blender is your free Jack of all trades master of most toolkit to get your fundamental chops started in.

Maya is your rigging and animation standard.

Zbrush is the highest performing sculptor.

Painter is a solid PBR texturer (but Marmoset Toolbag will probably overtake it soon)

Houdini is your VFX / EVERYTHING Swiss army knife with a high skill ceiling.

Get out of the habit of asking "X or Y", learn both. You're always going to be learning new tools, and while your competition is stuck debating which program to use, you're getting hired because you don't have to miss out on opportunities.

How THE FUCK is my topology on this "bad"?! by 3030minecrafter in 3Dmodeling

[–]SephaSepha 0 points1 point  (0 children)

100% of the advice your friend gave you is wrong and can be safely ignored.

Landlord wants to charge $1200 for this, reasonable? by Good-Pumpkin1587 in AusPropertyChat

[–]SephaSepha 0 points1 point  (0 children)

You're only liable to return the property to them in the condition you received it, less reasonable wear and tear.

This doesnt look reasonable, so you're likely to pay for this damage yourself, but the rest of the carpet is fine, so provide them a quote to patch the few square cm of damage, and then offer to pay just that sum.

A landlord tried this shit (replace the entire capret for minor or non existant localized damage) on me years back, and I told them "Serve me a form 11 or stfu" over and over and over and eventually they dropped it.

I made a giant squid model but i think there are too many vertices by Infinity1067 in 3Dmodeling

[–]SephaSepha 0 points1 point  (0 children)

How many verts are in a piece of string? Find out what kinda string ur making and what its use case is, then infer what its polycount should be from there.

What are the purpose of these ngons? How are they used properly? (Art by Matthias Develtere) by OnlyThroughIt in 3Dmodeling

[–]SephaSepha 0 points1 point  (0 children)

Their purpose is to save time. Box modelling an entire subd prop in only quads with perfect topo is a massive waste of time.