A
hoy!
It's been a while (and then some) since my last blog post. In the fifteen-month gap, a lot has happened in my personal life and behind the scenes with the development of D_ROGUE.
In that time, amongst many things, I've been overhauling several models I worked on in 2019 that I wasn't quite satisfied with or appeared rushed. Below is one such example of the F/V Scully's wheelhouse windows I reworked. I placed the before and after screenshots side by side to highlight the striking difference that improved geometry can make.
I believe one of the reasons I rushed the original model was that I was preparing an orthographic plan of the F/V Scully towards my portfolio review at the video game expo EGX. In creating the orthographic renders, a clean geometry wasn't priority. Having spent several years working on various assets and improving my skills thereafter, returning to the boat's exterior made me realise just how messy the mesh was. Clearly not best practise.
Since then, I've adopted a principle in both my modelling as well as in everyday life. To do things that my future self will thank me for. Keeping my meshes I create clean and properly optimised now, will help future me out and ease the process when I finally piece everything together in a game engine. Just taking a few extra moments to ameliorate polygonal meshes as I go will undoubtedly save time and make my future self very grateful!
Jason Bartlett © |
Thanks for reading :)
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