Art Guide
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  • 🎨Art Intro
  • 🖼️2D
    • Textures
      • Decals
      • Posters
      • Screens
      • Particles
    • UI Elements
      • Windows
      • Menu
      • Icons
      • Fonts
      • Composite Elements
  • 🌄3D
    • Modeling
      • Shape
      • Value
      • Color
      • Texturing
      • Theme
      • Geometry
      • Formatting
        • Outward Normals
        • Smooth Shading
        • Named Materials
        • Sizing
        • Origin Placement
        • Orientation
        • Variants
        • Export Settings
    • Rigging
      • Getting Started
      • Head Items
      • Basic Clothing
      • Hairstyles
      • Torso Clothing
      • Humanoid Races
      • Rig Formatting
        • Scaling
        • What Needs Rigging?
        • Equipped & Held Items
        • Body Clipping
        • Shape Keys
        • Dynamic Bones
        • Origin Placement
        • Rig Export Settings
    • Animating
  • 🎙️Audio
    • SFX
    • Music
  • 🎬Artwork
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  1. 3D
  2. Modeling

Geometry

Geometry

(Most of this should be elaborated on at some point.)

N-gons

  • They’re fine as long as they’re at and won’t be animated.

Triangulating

  • Don’t triangulate your models.

Inverted normals

  • By inverting the normals of a model you can achieve an interesting pseudo transparency effect.

  • It’s not realistic but we’re not aiming for realism.

Double sided

  • Many thin objects such as paper, leaves or cloth don’t need to have proper thickness, but for performance the engine does backface culling, where faces that are “backwards” aren’t rendered.

  • This can be avoided by selecting the mesh, duplicating and then inverting the normals.

Pivot

  • Always at the center (XZ) and base (Y) of the object.

Modeling with NURBS

  • Cables and wires, but also some round but geometric objects like the plastic “cup” chair.

Cell fracture

  • To shatter objects for ingame destruction. Takes some setup.

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Last updated 2 years ago

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