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The first developer's journal for the new year has been posted at the Trials of Ascension site. The latest issue, titled Modeling 101, discusses some of the issues involved in creating game assets, including player models.
First, let me give you a little background on what I do at SP. At first glance, it might seem like all I do is build stuff all day. At the core of my job, that is true. However, my job is quite a bit more complex. Before anything can be built I have to sit down with different departments and find out how best to build a particular model. From Design I have to find out what I’m going to be modeling. Once I know this I can kind of get an idea of how I would build a particular asset. This, of course, isn’t set in stone until I have ortho/concept drawings from the concept team that show me exactly what Design wants an asset to look like. Then, especially if it is an asset that we haven’t built anything similar too, I talk with programming to figure out just how many triangles to put into the asset. This is done because we need to best balance the number of triangles that are displayed on screen. The better this number is balanced, the more we can put on screen and the better the engine and your graphics cards can handle the work load. Once I know all of this, it is my job to not only build the object at hand but to build all similar objects within the same guidelines.
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