Delaney King

Delaney King



I have been going through the available #gamedev 3d #gameartist tutorials on youTube prepping for what I should cover first, and I am surprised at the amount of misleading information being pushed on new students.

There are a couple that I mentioned making me wince a bit, but today dredged up a few that could derail a games student applying for work, and that's just not cool.

Folks, I get that anyone can put up tutorials and that's cool and all, but I feel one has to ask yourself if you are the experienced enough to teach a subject. Terms like "you should", or "you must" or "it is best practice" are terms that come from a place of experience.

"Your model should only be made of quads". "You want to bring your draw calls down to 200 for an fps" "This optimised crate only has one 4k texture" "Polycounts do not matter in Unreal" Yikes.

If you aren't a professional working in games for many years who is up to date, you shouldn't be touting yourself as an expert. It's okay to be a noob showing videos where you explore things and show off what you learned, but frame it as such for fuck sake. Students beware

Example: One bloke was showing games unwrapping and split his models up into hundreds of separate islands to "save memory". Dude... you just INCREASED your models size memory. And introduced hard texture boundaries that will not MIP or LOD. Dude. Bro. Maaaayte.

If you are learning online from youTube lessons, don't take any tutorials as gospel, hard facts and assume the person is an expert. Just take the info as notes but question things. There is, apparently, a lot of crap being pushed as the one only and correct way to do stuff.

There is a huge difference between a noob exploring saying "oh hey I did this cool thing, check out my game thing, this is how I did it if it helps" and a noob saying "you must build this thing this way, this is the correct way, this is the industry way".

Just... yunno... don't spread poop on a noobs toast and call it premium butter.

One person was talking about how they would have to rebuild a skyscraper their built in modules because it pushed their draw calls over 1000. I am pretty sure they just hadn't checked on "static object" for their scenery meshes for static batching. :/

So, I may have to start with some myth busting videos, and some basic best practices stuff. Just to help flush out some of the bad information circling. Any misleading little bugbears you have seen being spread around?

So far my list of myths are: □ Quads vs tris □ Low poly means optimised □ Polycount is no longer an issue □ For fine details you need to bake big textures □ Automatic UVs are okay Any more?

□optimising is just making things render faster. *facepalm* □ You can't mirror textures on normal map baked things □ every plank should be a mesh

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