Hi,
I teach game art and recently started making tutorials for my blog at Escape Studios. I would like to hear any tips or feedback on my tutorial so far, and tips and tricks for making and releasing a video tutorial.
I am new to making video tutorials for a larger audience, and my first attempts are going through many iterations. So, I am sharing some suggestions and will update this thread with my progress.
1. Is the tutorial worth making? how useful is it compared to other methods.
2. Name your tutorial effectively and include an eye catching and descriptive thumbnail.
3. Distribution channels are important! You tube, Facebook and Linkedin have so far been the most useful, but this is going to be down to my personal network. So, advice on this would be very useful.
4. Duration of the tutorial is important, really good content takes time to explain. Speeding up videos can be intimidating for people trying to follow the material. The idea of a video under 20 minutes seems to have more appeal to an audience, but people will tune into a long tutorial if the subject is of high enough interest.
5. Keeping the information organised in the tutorial is very important, especially when like in mine includes a few subjects in a single video. I have been making a written document to go with each tutorial and including time stamps on the YouTube video. But consider a shorter and more focused tutorial than an entire development process from poly 1 to final animated asset.
Below is my tutorial so far the first part of a trilogy on an environment art workflow, starting with Zbrush hard surface modelling, then quad draw, UV mapping, Substance Painter and Unreal Engine animation of the final door, I will update here as I learn and make new content.
The video tutorial can be viewed here: https://www.youtube.com/watch?v=NupE-ruN958
Any feedback on my tutorials so far would be great!
I am also interested in improving the list so any advice on circulating a tutorial and making sure the process is worth while.
Replies
Who is this aimed at?
How are they going to find the information?
The second attempt was better but required a combination between Max and zB.
Excellent response @kanga , and I totally agree with your points regarding using the right approach for the model, this door could just as easy be created in a standard modelling program.
Thank you for sharing your work on this thread, very cool! and your message made me question my approach to making tutorials.
I have finished the second part of my tutorial today, and i did include some adjustments based on your advice. I did add some time stamps to help navigate to UV mapping or baking, and I also write a blog post that t would help someone navigate through the video.
https://escapestudiosgamesart.com/2020/03/10/game-ready-door-tutorial-part-2-maya-quad-draw-uv-mapping-and-baking-in-substance-painter/
I do think I could have made the videos shorter and in chapters on specific areas, and maybe explored the individual functions more, and I will consider this when picking the thing to make in the next tutorial. I am not sure a generic door as a hero feature is really going to pulling in the crowds.
This is the final bake which was good for the time spent. I agree that this kind of work might be better done in Blender or Modo, but I do like the live Boolean and Re-meshing options, I tend to rush through thee hard surface in Zbrush picking up random variation helps make it feel more realistic as a wood door, but not as accurate as other Boolean functions that you used on your weapon.
Thanks Kanga for your advice on video tutorials and hard surface modeling. I will update this thread to include your feedback.
About the door asset, you should examine woodgrain on a solid-wood door, the grain goes horizontal on all the cross pieces. (we have some in our house, stained pine)