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The Importance Of Human Code

The importance of Human Code. # roblox # gamedev # discuss JedDevs 24 Jan 2020 ・5 min read ------------------------------------------  This post was originally hosted on Roblox DevForum: https://dev forum.roblox.com/t/the-importance-of-human-code/441496 ------------------------------------------      I recently read a blog post that really resonated with me, my struggles and experiences which was later expanded via tweet by Daniel Irvine 7 who said: You’re conflating two separate things. One is the desire to write clear, well-structured code. Another is your belief that your code is more valuable than that of your colleagues. I fear you’re missing the more important lesson. In both education and work we are told that

[Mini-Blog] My modelling process

https://64.media.tumblr.com/8dc7a5fe55ca1b61db95dd68769c97c3/e972336985b9ced6-bc/s540x810/52c280cc41fbc0ac6311103050fd4a41d45175c0.png [Mini-Blog]

My modelling process

teotcd profile image JedDevs March 30th・5 min read

For the last few months it’s been a pain importing a piece of work from Maya/Blender into whatever development engine i’m using and seeing it looks completely different from what I had, this is down to Rendering, the real time rendering systems in Unreal/Roblox/Unity all have different looks. Unreal looks great, Roblox looks bad and unity looks unity. This is an issue as it makes it much harder to easily reach your desired look.

Due to these issues I have started using my own way of handling the design process, which allows for more incremental changes: (I’ll use an example to explain.)

1. Research, I knew I wanted a low poly look as Robloxs graphics is lagging behind other market leaders until they release their massive overhaul [scroll] in May/June + it’s much quicker than using something such as Substance Painter + Maya + Photoshop. This is key for such a short timeline and large world.

Aside praticality and design style I wanted someting quite magical while not sticking out too much and looking natural, in my opinion Vesteria balance this really well.

For this I decided to have a look at Vesteria as I wanted some shrubbery:

 

They make great use of different interchangable designs and parts to make lots of slightly different trees etc, very quickly.

2. Design it, I find it difficult to visualise how I want my design to feel and look into a formation of triangles on Maya as im something of a perfectionist. I’ve found that simply making a number of different designs quickly and keeping them all in the viewport eases pressure as it allows me to design freely and make fine improvements without worrying it may mess up the design, as I have backups. This really helped.

3. Testing, Before I import anything I create clones of every object seperatly and apply a harden and soften to each respectively this allows me to import lots of different alterations of the same design into maya without the worry of re-importing or not being able to reverse the smoother. (An issue I had designing the character.)

 

 4.Importing, This is a very simple process and only takes around 30s. First I create a folder on my external SSD with the given name of the object as a whole:

I then save and export, all as OBJ as roblox weirdly handles OBJ better. (Discovered through trial and error). Afterwhich I click Import Meshes, wait for it all be approved or not (and r-import with fix).

5. Building, Once imported I take however long to build the object up. I find it best to import as seperate objects so they can all have custom properties and I don’t have to rely on Textures to the same extent.

 

Finished builds:

 

 

 

 

 

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