“Oh GOSH! Reflecting on Hackteria's Collaborative Practices in a Global Do-It...
Work flow
1. Basic Guidelines:Work-Flow Organization and Management
In any organization every project starts with sensible Planning followed by focused work-flow and
ends with proper execution of project with no hitch. An organization that lays down strong foundation
for efficient work-flow management can do wonders.
In this regard, before starting to create any geometry in a 3D application there are few IMPORTANT
basic guidelines that must be followed:
File Setup Guidelines
Check the Software version for which the required project has to be done (Eg.
Maya8.0/Maya8.5; Max8.0/Max9.0)
Setup the Project to a defined path/location as defined by the project pipeline.
Check the System Unit Setup requirement for the given project.
If the software gives the flexibility, create File Properties for your file (available in Max) for
future references.
If the software gives the flexibility, do setup the Viewport Grid System for your ease to
measure/compare your mesh with the grid (If 1 grid box=1Ft. Then 5Gd=5Ft Geo).
The file your have to work on have to be specifically named with Proper Naming Convention
as per the project guidelines.
Modeling Checkup
Before starting to create your model in any 3D application study your concept/reference. The
Reference/Concept art speaks about itself in relation to the Game it's for and the Game Engine it's
designed for. You have to keep in mind following points before opening a 3D application:
Art Style
Platform (Console or PC)- Same Concept art will have a different modeling methodology for
different Platform
Color Scheme- It will define the loops and tris in the model
Relative Size and Scale of the reference in real world and/or in relation to the game
Overall Proportion of the model in 3D perspective
Poly Limit- Decides the importance of every cut you place on the model
Texture Limit- Defines the important breakup in the mesh as per texture
Re-usability- Instancing the model in the final scene
Camera Distance- Decides on the Vertex density and Texel Density/UV Layout
2. Normal Map Generation- Major factor in deciding the mesh flow
Two more point that are always at the back of our mind are:
Engine Support- Mostly surfaces(NURBS) are not supported in Engines
Client Requirement- Have to follow their guidelines
Now, after all these considerations and finally up on your sleeves for model creation in a 3D application
there are few more IMPORTANT INSTRUCTIONS have to be followed in order of their hierarchy:
1 It is a good practice to get an appropriate Reference Background File in your 3d application
for a quick start and deciding on overall proportion of the model
2
3 Model should have X as FRONT AXIS transform (unless otherwise specified by the client or
Game Engine) as it is static in all the 3d applications
4
5 Model should have appropriate NAMING CONVENTION as per the project requirement. IT
should be in relation to the file naming convention.
6
7 The Model(s) should be placed in a separate LAYER (Eg. Separate layer for High and Low
Poly mesh)
8
9 FREEZE TRANSFORMATION of the model(s) created at 0,0,0. In most of the cases the
model should be at the origin too and not just the pivot
10
11 Check the POLY LIMIT specified for that model
12
13 Do a Silhouette Check on the model to finalize its proportion and curves
14
15 Do cleanup smoothing groups and use a SINGLE SMOOTHING GROUP on a mesh unless
otherwise specified.
16
17 Do a GEOMETRY CHECK through available tools in the 3d application in terms of any open
edges, Floating vertices, Non-manifold geometry, etc.
18
19 Finally MEASURE your Model with the Measure Tool available in the 3D application
20
21 OPTIMIZE your scene/file which will include:
Unwanted Geometry
Hidden Geometry
Unwanted shapes
Empty layers
Empty/Unwanted Groups
Null Objects
3. Texturing Checkup
Just like Modeling requires specialized knowledge in terms of working methodology, texturing is the
backbone if Gaming model and can make or break the realism of a game.
Once you see the Model and start laying out the Uvs and proceed to texturing, few IMPORTANT
points have to be kept in mind regarding Game Texturing:
Texture Limit
Texture Size
Texel Density
Re-usability
Camera Distance
Engine Support
Tilability
1 Do use an appropriate NAMING CONVENSION for the texture file created
2
3 NEVER create ALPHA CHANNEL for textures that don't need it anyway. It definitely
increases the file size.
4
5 SOURCE PATH- Place the source texture in the root directory( where the 3d file exists) or as
per the project pipeline
6
7 Instead of duplicating the texture material in 3d application, do INSTANCE the texture path
from a single material.
8
9 After completion, do CLEANUP the Multi-Sub Material to avoid empty material slots.
Exporting/Importing Issues
If the model has to be exported to a different 3d application for finalizing purposes, few IMPORTANT
guidelines are there to be followed:
If exporting geometry, always export the mesh normals, smoothing groups, Texture coordinates,
groups/layers (if necessary).
While importing the model do import all the above information in addition to some extra info.
Required.
4. Do check for the texture path and their naming being called as per the guidelines.
Instead of copying the folders and zipping it for the client,use a RESOURCE COLLECTION
feature/tool for final zip.