Don’t you wish your UVs were hot like mine?

UV

I’ve noticed a bit of an education gap in 3D artists when it comes to UVs. And I’m not saying this to call out any specific school, professor, or group of students. I’m just saying, in general, it seems to be a weak area for many aspiring artists.

This is, frankly, very bad. UVing is a vital stage of production, even if not everybody finds it to be the most creatively fulfilling. It is something that has to be done, and if you want your art to look its best, it’s something that has to be done extremely well. You’ll often hear people say “A great texture can save a terrible model, but a bad texture can bring down the greatest model.” Well, proper UVs are step one in setting up your texture to look great. You can’t paint that crappy model into submission if each part of it has a seemingly different resolution, or is stretching all over the place because you haven’t been acquainted with the unfold button.

And don’t dare start whining to me about how UVs are no fun. Just about any art form you can think of has a stage like this, where you’re not actively creating, but figuring out some sort of puzzle to move on to the next step. In drawing you’re sighting and measuring, in painting you’re mixing your colors, and in animation you’re cleaning up your graph editor. It has to be done, you may as well enjoy it. UVing can be a wonderful time to unwind in between the “oh god if I have a tri here will this explode in a game engine where did those double faces come from” modeling stage and the “Oh god when did my PSD become half a gig” texturing phase.

Now, enough of my ranting. Let me offer some UV theory.

  • If you have to alter your texturing in any way to suit your UVs, you’re probably doing it wrong. It is extremely difficult to work against distortion, so it’s always best to check for it beforehand. That’s as easy as putting a checkerboard material on your model. (I personally do this WHILE UVing.) Do you see things stretching? Pinching? There’s a problem.
  • Similarly, if you notice those squares on your checkerboard are REALLY BIG on one side of your model, and REALLY TINY on the other, you’re going to have a serious resolution mismatch on your texture. Ideally, you want that pattern to be nice and even over most of your model. (Smaller details, or things that won’t be as visible, can sacrifice a bit of space for the more obvious pieces.) Just because “Oooh, I have space on my map to make this piece bigger!” does not necessarily mean you should.
  • Which leads me to my next point: fill up your freaking UV space!! I understand that not every object is shaped in such a way that it’s going to be able to completely fill up a UV map. In such a case, it may be worth trying to find another item (or possibly 5) in your scene that you can combine it with. This is called efficiency, I’m told game engines are pretty fond of it. It also means you’ll have fewer maps and materials to keep track of!
  • Filling up your UV space does not mean hitting the “autogenerate” button. I looked at a guy’s portfolio recently that was rife with this and, well… This fate could have been avoided if he’d had a sassy gay friend.

    Everybody can tell. If you can cram every little part of UV map with something, that is really awesome. I bet you made some good decisions about which pieces needed the most resolution, how pieces needed to be combined for minimum seams, etc. If it worked out just right, I bet you even tried to keep certain things together so it’d be easier to keep track of when you’re texturing.

    Maya is not as smart as a person. It will not make these decisions. It will do many, many, many planar maps, and crunch them together as well as it thinks it can. And while the final result on this may occasionally look okay for a very simple or hard edged object, very rarely is it ever going to be optimum. And the time you saved by hitting one button for UVs is going to be wasted trying to figure out those UVs in texturing.

  • Hotbox > edit UVs > unfold. UV Texture Editor > tools > Smooth UV tool. It horrifies me how long it took me and my friends to get acquainted with these buttons.
  • I used to look at other peoples’ UVs online to try to figure out how mine were supposed to look. This can certainly help move in the right direction, but it can also put weird ideas in your head sometimes. Again, what’s important is your final results. Their model isn’t the same as yours, so let their UVs guide you but don’t necessarily try to copy them.
  • Maya protip: Do you ever get that weird glitch where it’s not letting you select vertexes/faces/UVs from more than one UV chunk? Save. Should clear it right up.
  • UVing is an excellent time to reanalyze and clean up your mesh. Yes, I know you just want to move on and get this done, but UVing and texturing a face that nobody’s ever going to see isn’t going to save you time. If all that face is ever going to see is the ground or the inside of the mesh delete it!
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    If you left Siege Con with laryngitis… My bad.

    As my ticket and lodgings were free, I made the decision to go to Siege Con in spite of being pretty darn sick. In the end, not only did I manage to get more sick but by the last day of the con they were handing out hand sanitizer. I think that through my hand shaking I indirectly caused 25% percent of the con to fail their fortitude saves.

    Anyway, it was still fun. My body was totally not up for staying up and partying, but I did get to make a couple of good contacts and some new friends. (Awwwwww.) We also checked out some game stores in the area and went to Netherworld, which was unbelievably awesome, even though I got punched in the eye by a lizardman’s snout.

    I think I’ve finally got a handle on this networking business. I read some of the famous Sloperama stuff right before driving to the con and while the advice is general, it really is the core of what you need to stick to. You can’t just walk up to somebody game-famous and say “Yeah, so I’m working on this thing…” Dude, they don’t care about your final project in intro to game development. If you can really start building a rapport with somebody, eventually the topic will come up and you can sperg about your board game, but until then, it’s better to have some intelligent questions prepared if you’re going to approach somebody with more experience than you.

    For an unknown/n00b, picking a pro’s brain is probably the best you can hope to accomplish at a conference. It’s a time for learning, meeting some people, and passing out / collecting business cards, not blatantly hitting everybody up to employ you. If they know of an opening and like you enough that they think you could fill it, they’ll probably mention it when they see your title on your business card. (And on that note, for Christ’s sake don’t forget your business cards! I still don’t know what half the students/recent grads I met at this con *do* because they didn’t have a card!)

    If you can swing it, being attached to one of those game-famous people that others are interested in meeting is suuuuper helpful. Just standing by my boss for an hour got me introduced to a dozen people. I also knew a couple of other people who were there, who in turn knew a few other people that followed them around, who in turn brought back a couple other people for me to meet. Having conversations with them also made it easier for other passers-by to jump in. In short: knowing a few other people pre-conference (or in my case, dragging some with you!) seems to go really far in terms of being able to meet people in a way that isn’t totally awkward.

    Anyway, the blog agenda is to return to my Crysis level post haste once I catch up on my work-work. Keep an eye out.

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    Anybody want a new desktop background?

    So something awesome happened and our game got chosen for pitching privileges at the Siege conference in Atlanta this week.
    Unfortunately that means I’ve been crunching like crazy making sexy images for a PowerPoint and putting my side projects on hold. (But I get to go to the conference for free, weeee!)

    Anyway, if you’re in the market for a fancy new Sector Lords themed desktop background, I thought many of these would make lovely candidates. Or you can just drool at them. Just click to see full size.

    mining ship

    destroyer

    satellite

    military base

    cruiser

    trader

    sylerian

    pluto

    kyrel

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    Modeling Complete!

    After a day off of driving to Atlanta, the UVing starts today.
    Click the image to see it full size.

    modeling finished

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    CryEngine 3 Resources

    cryengine logo

    For anybody else who’s interested in delving into the shiny new CryEngine, I’ve found these resources invaluable. (And not as easy to find as they should be!)

    You can find these and more guides for the scripting and programming side here.

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    4th Level Druid Spell: Blog Reincarnation

    Raise dead isn’t powerful enough, resurrection costs too much, and wish spells are very hit and miss. So after 2 years of festering limbo, I have chosen to cast reincarnation on my blog. It’s also a fitting choice because, at least for the time being, I’ll be changing the direction of its contents.

    As I am now getting paid elsewhere for many of my opinions/reviews of games, I’ll be using this to log my personal portfolio projects, and the many dark secrets I obtain along the way. (Did you know the plus and minus buttons on your keyboard’s number pad will change the size of your transformers in Maya?) With any luck this will keep my projects from falling by the wayside, and possibly net me some useful critiques?

    Anyway, let me get you up to speed with my latest undertaking. If you’ve ever spoken to me for more than half an hour, you know I have a deep, unholy lust for Baldur’s Gate 2. I know it’s old. I know I’ve already sunk about six hundred thousand hours of my life into it and it doesn’t need any more. But I love it. It’s just my cup of tea. So what I decided to do, after many months of consideration and procrastination, is take an area of this most beloved game and transform its isometric Infinity Engine wonder into a hawt hawt CryEngine 3 level.

    I decided on the slums of Athkatla, particularly the massive mishmash island of buildings formed around Faerun’s finest and most memorable tavern/inn/brothel/gladiatorial arena, the Copper Coronet.

    BG2 Slums

    As I want to complete this project before the Siege Conference in October, I don’t at this point intend to address the outlying structures of the slums such as the Planar Sphere and the home of Jan Jansen and his many talkative cousins. Maybe I’ll come back to it later, but I am expecting that getting the hang of the CryEngine 3 editor will take me an inordinate amount of time, in spite of its delightfully logical interface. At the behest of my dear friend and 6th level wizard, the Lead Designer of Crysis, I spent the better part of 2 hours last night setting up my Maya exporter plugins and Crytek shelf, and figuring out all the idiosyncrasies of getting a barrel I modeled into the editor.

    Now by all rights it shouldn’t have taken me two hours. I actually did export the mesh properly the very first time, and jury rigged the appropriate folder structure with just a little experimentation. However, I, in my hard lemonade induced arrogance, just didn’t read certain fine prints such as “set Maya’s working units to meters” and properly imported a very, very tiny barrel that I wasn’t quite sure yet how to scale up. (But I know that now too!)

    As it stands, I am making very fast progress toward completing the modeling portion of my project. I’ve reached the third and final tier of the main structure, and what’s left should be pretty modular. I’m making it my goal to finish the modeling by this Wednesday, so that I can spend my upcoming week long exile in the land of dog-sitting doing the UVs.

    maya_shot
    (Click the image to see the whole / bigger thing.)

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    The Pitch

    Concept Art

    I had an experience in class a couple weeks ago that I found very educational.
    Essentially each student had to pitch three game concepts. Now, keep in mind, this is for a Z-Brush class, so our ultimate goal with these ideas is to come up with a unifying theme for the artwork we’re creating in the class. So it’s not even necessitating a complete game synopsis, really just a description of characters, aesthetics, and environment. Here are some of my thoughts:

    • I think, especially after working on an idea for a decent length of time, that it becomes difficult to summarize it to a stranger. If you really feel like  you have to spend 35 minutes trying to better explain to me why your idea is cool, it’s obvious you have a lot of information, but you haven’t really prepared for the task at hand. Just start simple.  If your idea is interesting to someone, they will more than likely ask questions.
    • If it takes you so long to pitch that by the end  I can’t remember the beginning, you really need to be more concise. I think in the case of students, it might be good practice to think about their favorite games, and describe what’s great about them in as few words as possible.
    • If you intend to include an in depth narrative synopsis into your pitch, think again. This  won’t just bog down a conversation, it’ll probably be rather confusing to somebody unfamiliar with your project. Again, if this is what they’re interested in, they’ll ask about it. Otherwise, give them the cliff notes.
    • Every time you pitch, just imagine you’re in an elevator with whatever designer you idolize. (If you can’t think of one, imagine the lich of Gary Gygax.) In 30 seconds, if you haven’t piqued their interest, they’ll be gone.

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    Grinding

    I wanna be the very best, like no one ever was

    Grind: verb, ground,  grinding

    1. Performing repetitive actions to the point of braindeath in order to achieve a minor gameplay goal, ie gaining one level. I finally reached the Elite Four in Pokemon Diamond, but then I had to spend a whole day grinding just to beat them.

    Grinding is something I can sort of see a place for in an online setting. There needs to be something big to separate different levels of players: why not the number of hours they put into it? I’ve seen my little brother waste entire weekends on Rainbow Six Vegas to unlock a new ranking and some goofy pink camo helmet. People have died trying to do what’s best for their WoW characters. In this setting, there’s a sense of achievement. You get better gear, more money, and you hit the level cap. You’re so good, you spend most of your time helping your friends try to get as good as you. But most importantly, you’re better than all those other guys who didn’t have the dedication to get where you’re at.

    So I concede grinding can have its place in a multiplayer setting. But grinding in a single player game? That’s practically a crime against humanity.

    I know, Pokemon isn’t entirely single player. There’s all kinds of fun stuff you can do with your friends. You can make poffins, have beauty contests, and run around the underground among other neat things. But the fact of the matter is that, even if you choose to battle your friends, your pokemon don’t gain any exp. Thus, the lonely grind persists.

    I can’t see any greater reward in grinding by yourself. Where’s the achievement? Oh, I’m better than that NPC character. Hooray?

    In a single player experience, doesn’t it make more sense to just balance the game to avoid the grind? Could the 60 levels (10 levels per each pokemon in my party) of grinding I’ve done in the past couple days have been avoided if there’d been a few more trainers here and there? Did all those level 45 golbats really have to die?

    Has grinding truly become an alternative to balancing?

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    Games for Girls

    Horses babies fashion OMG

    I got my DS a little over a year ago, and in our honeymoon stage I’ve marveled at how it has a game for everything: from yoga and cooking guides, to tiny versions of the AAA titles from the big consoles. It’s aiming to be a little something more than a toy that kids carry to keep from dying of boredom when their parents go carpet shopping, which is great. However, every time I walk into a game store, I can’t help but feel that ninety percent of the games on the DS shelves are very specifically targeted at 4-12 year old females. These dreaded “games for girls” cover a wide variety of feminine interests, including babies, horses, fashion, and combinations thereof.

    I have very mixed feelings about these games. The instinct for most female gamers is to hate them, because they’re sexist and awful and soforth, which is a very justifiable feeling. Showing little girls that their career options are limited to fashion and figure skating is just diabolical, and is perpetuating a social paradigm that should have died a long time ago. Even worse is when the game developers pretend like they’re going in a better, less sexist direction. Take Imagine: Family Doctor, for example. It’s a “family” doctor, so it’s still an excuse to include babies, but it’s a doctor nonetheless. Flip over the box and one of the core features is redecorating your doctor’s office. Because after a long day of giving sad, sick children strep cultures, all you want to do is redecorate the place. That potted plant is filled with bad memories of that sniffle you couldn’t diagnose. Besides, that wallpaper is so 90′s.

    For those who actually want to play girl games, the story goes from offensive to sad. A girl game’s graphics are typically two generations behind, and gameplay usually falls into the categories of shallow and awful. I was a little girl once, I understand where the games’ themes come from. But why do they have to suck? Do the developers think, “Hey, girls haven’t been playing games for the past forty years, they won’t know any better!?”

    There’s one thing that keeps me from hating these games, and that’s that, no matter how poor, there is an effort being made for girls. It was very rare to find games like these when I was growing up, and when I found one, I usually jumped on it. Hell, I rode horses from the ages of 3 to 14, I would have killed to have this kind of variety.

    I’ve thought about what I would do if I was given the opportunity to work on girl games, and I find myself equally conflicted. Assuming I was given the authority to change the face of these series, would my strategies even work? Right now, piles and piles of cheap shovelware are being sold because there are puppies in dresses on the box. Would people care if the games were good, would it sell any better? If I tried to strain some of the “girly-girl” from it, would fewer people be interested?

    Regardless, if I were in charge, I would stop shipping one of these games every other week and start focusing on quality. It doesn’t need to be dumbed down. If a kid is into something, they’re going to know all about it. When I was 5, I knew the scientific names of more dinosaurs than I was capable of counting. Give it some depth, make it realistic, just like we do with any other game. Let kids pretend they’re doing the real thing, and I think we’ll see a much better overall opinion of these girl games, even if they’re about cooking and taking care of babies.

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    Global Game Jam 2009

    When I heard about the IGDA’s Global Game Jam, I had a number of thoughts:

    • That sounds cool.
    • Why God? Why are they doing this midterm weekend?
    • Who could I work with?
    • Who could I work with that I won’t hate by the end of the weekend?
    • Brenda will surely fire me if I don’t go.

    Basically, I wanted to do it, but didn’t feel like I had the full 48 hours to give. I figured I would show up occassionally and do some art or design support with a team so big it didn’t matter. Somehow I ended up lead of a team of 8, a number which also represents the number of hours I slept this weekend. I am now skipping my anthropology class so I can try to catch up on my actual homework. In short: play my damn game.

    http://globalgamejam.org/games/friend

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