Object Use - Key Question and Form


        Hello everybody! Spencer here ๐Ÿ˜€. I am a 3D Artist working on the game "Lockdown." Maybe I'll be good enough to be considered the Lead 3D Artist. We shall see. In the meantime, I would like to discuss a few quick concepts (in the title) from my artistic design perspective that I delved into further with Lockdown. The first is "Object Use." 

Object Use and its Key Question

        One consistent key question I ask myself is, "Am I modeling the object how my team envisioned it, concerning both looks and functionality?" If I cannot answer this, I know that the object has not been communicated well or lacks an understanding. The question above encourages other usual questions, such as: "How will the player use it?" "How do we want the player to use it?" "Can the player open it/inspect it?" "How vital is this object to the gameplay experience?" . . . We could go on. However, while that key question does not guarantee every possible question, that single key question is powerful; and a recurring gateway into the mindset of asking other essential questions to help answer it. Therefore, I find the key question to be one of the most important questions a designer can ever ask themselves, again and again.

Form

         Concerning "Form," I am using this word to describe how noticeably jagged (precise vertex points/edges) are on a given model. If we saw enough still shots of a model, looking at its contour (outline) from different angles, we would get a strong sense of its Form. While High to Low poly helps to an extent with the illusion of High Poly, with Lockdown, we skip this phase entirely due to time constraints. As a result, a model's Form must pass through an artist's careful, artistic lens.

        In the case of Lockdown, Lockdown consists of textures with heavy ties to reality. As a result, Lockdown is not to have a featured low-poly art style. A Model's Form should give an appearance that can rightfully honor and compete with its texture quality. Also, distance is a factor too. From a distance, a model's general Form may still be seen all right. However, viewing at a close range, more of the intricate details of a model's Form can be better seen.

        Now, of course, Iโ€™m not saying add so many edges to a model that no sharp edges can be noticeable with the naked eye . . . Instead, consider how well the captured Form of a model is concerning texture quality and distance, not only what the model is supposed to be or how it is to be optimized. An improper form may contribute to fewer feelings of immersion depending on the nature of the game/medium at hand.

        Iโ€™ll leave you with a model I made this week. Notice how I did not go overkill on the Form, but there is enough to make out the model, only some sharp points if viewed closely. Also, the inside of the model is hollow because the model intends to be breakable and potentially have an inspection option through the coin hole.


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