Real Time Environments
Oh, real time. I have such a love-hate relationship with you. One one hand, you are responsible for every game I love. But on the other...
You can suck to work with.
The large team based project last trimester was based in a real time platform - Sketchfab. In addition to this, we also had to provide assets for the games students (and will again). So, I now have a bit of experience with how my own workflow needs to change in order to work with real time engines.
First: poly count. Learnt this one the hard way. While 3ds Max on a half decent system can handle a model with thousands upon thousands of polygons, most real time engines are not too thrilled to be faced with that. Last trimester, the model I made apparently crashed their game engine. gg Unity.
I’ll likely never make that mistake again. Which is a good thing, since optimisation can never hurt.
Rigging remains rather the same. I doubt I’ll ever purposely want to cut corners on a rig. However, any issues with the rig and skinning can sometimes be hidden in an offline render with clever camera placement. There’s less of an option for that in a real time environment especially if it is a game and the camera can be moved freely by the player.
That camera freedom brings me to the next point - animation. Sometimes in what will end up as an offline render, poses or cyclical animation may only need to look good from one angle - as that will be the only angle the audience will see it. This is not really an option in games, as you are likely able to view an animation from every angle possible. So in theory, game animation should be as polished as possible.
That being said, it doesn’t always happen...
Real time animation can also get away with errors that would not fly in a rendered work. One particular example is when a character runs and the solid armour they wear stretches around with the rig. I know that I can overlook that in games. Though if an error like that happened in a film, it likely wouldn’t go unnoticed. (See: that weird ponytail thing from Frozen.)
Anyway, this ended up as a large wall of text. Oh well.
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Since I did the last two posts back to back, I don’t have much of an update on my project. Next time I’ll actually have videos!












