When to texture in a game pipeline?
Working on a large sidescroller game with some friends. Just trying to plan out things and figure out when we should start texturing? Right now we have 1 of the 4 levels all done with refined assets and just plain grey color on everything. We first designed the level with a basic blockout, then I went over and replaced those blockouts with mostly refined assets. Most assets just need tiling textures/trim sheets while some things need to go through baking process. But most of the assets are done or need another final pass to be "finished". All the other levels have totally different themes, so they dont share really many assets. So my question is, when should textures go in? Should we put lighting in first? Should we finish out ALL the other levels before starting to texture one of the levels? Whats the usual pipeline here? Assuming lighting should go in first? Does any of this matter and just whatever we feel is best?
When to model with metrics?
Our sidescroller is a pretty organic nature-like game and nothing really snaps together, but thats just how we made our game. There wasnt really any need to make anything snap together. With that said, I've still been making assets to metrics, even though I dont use any snapping of modular assets in game. Assuming this is good practice? Any reason to model something to 4x2 meters for example, if we're not using any snapping in game?
Grouping in 3D program vs Prefabs/Blueprints?
I've made blueprints/prefabs in the past to populate my environments. But I've come across a few instances where just making the "group" in Maya is faster and easier. For example, making 3 different wooden structures - why not just make those 3 wooden structures in Maya opposed to building the prefab in Unity? If its done in Maya, it becomes 1 mesh = less drawcalls. When should I be making prefabs out of my assets?
Thank you for your help!
Replies
Profile it before making the call usually it'll be one material = 1 draw call, not 1mesh = 1 draw call
Helps stakeholders, investors, and team members all understand what the game should look and feel like.
Also helps iron out art pipeline. How much detail is needed. What are the weak points of the pipeline. Etc.
About organic vs modular, you may run into problems later if you are making all unique content. If you need to change anything later (a common problem), it becomes a real pain in the ass, once you have a decent amount already built. Inflexible.
And thanks about the other points, that all makes sense. I know of vertical slices, so thats a great idea. Thanks again
On most semi modern engines material count is the main performance issue - the specifics are engine dependent but most will batch objects that share textures and shaders into one "draw call" (which isn't really a thing but let's go with it)
This is one reason why it's a good idea to atlas groups of related objects onto the same texture page
here's the info on Unity's batching:
https://docs.unity3d.com/Manual/DrawCallBatching.html
and info on the unreal system
https://software.intel.com/en-us/articles/unreal-engine-4-optimization-tutorial-part-2#inpage-nav-1-6
In practice things like Lodding, what other materials are on screen, transparency, skinning etc. can break batching so you can't unequivocally state that you'll get a 1:1 relationship between anything.