Gun modeling for FPP games
  • Chapters
    • 1. Characteristics of the FPP
      • 1.0. The first person perspective
      • 1.1. The history of the FPP games
      • 1.2. The FPP game screenshot
      • 1.3. Props in a player's hands
      • 1.4. The process of object creation
    • 2. Setting in a frame
      • 2.0. An object in a frame
      • 2.1. Weapon scale in the FPP view
      • 2.2. Game mechanics vs. the model
      • 2.3. Kinds of weapon vs. the set-up
      • 2.4. The character of each model
    • 3. Silhouette and whitebox
      • 3.0. The beginning of modelling
      • 3.1. An object look in the FPP
      • 3.2. Mockup animation
      • 3.3. Perspective foreshortenings
      • 3.4. Realism vs. video games
      • 3.5. An object significant features
      • 3.6. Movable parts
      • 3.7. Composition
    • 4. Aiming system
      • 4.0. Basic assumptions ‒ aiming
      • 4.1. Aiming in games
      • 4.2. Aiming vs. game mechanics
      • 4.3. Sights modelling
      • 4.4. Additional notes
    • 5. Basemesh and high poly
      • 5.0. High poly object
      • 5.1. Significant features of an object
      • 5.2. The scale of elements
      • 5.3. Module and the minimal size
      • 5.4. Modelling per-pixel
      • 5.5. Contrast
      • 5.6. Micro-detail
      • 5.7. Comparison of shapes
      • 5.8. Connecting shapes
      • 5.9. Correction
    • 6. Low poly
      • 6.0 Preparation to reduction
      • 6.1. Distribution of geometry
      • 6.2. Reduction of the number of tris
      • 6.3. Silhouette viewport
    • 7. UV Mapping
      • 7.0. Textures - pipeline
      • 7.1. Mirror
      • 7.2. The order of hierarchy
      • 7.3. Smaller elements
      • 7.4. Layout
      • 7.5. Preparation to export
    • 8. Bake
      • 8.0. The process of baking
      • 8.1. Final remarks
  • Introduction

3.3.A_III

21 listopada 201521 listopada 2015 Pirat
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About the page

The publication concerns creation of models in video games. It discusses issues connected with modelling weapons and props which are held by a character in FPP games. The Tutorial is aimed for pre-intermediate and intermediate graphics.

Each sub-sections comprises of a text comment describing a particular issue, followed by illustrations and examples taken from video games.

Project and elaboration: Michał Kubas

  • mkmichal@onet.eu
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Useful links

  • Art tutorial
  • Feng Zhu
  • GDC13 Summary: Animation Bootcamp
  • IMFDB
  • James D. Julia
  • Knights Armament
  • Level-design.org
  • Polycount Normal maping
  • The Division ‒ weapon modelling
  • Thumb war

Artists' portfolio

  • 3Point Studios
  • Alan Van Ryzin
  • Axel Torvenius
  • Ben Bolton
  • Ben Garnell
  • David Stammel
  • Ethan Hiley
  • Greg Rassam
  • Joe Wilson
  • Mark Van Haitsma
  • Matt Bischoff
  • Patrick Sutton
  • Pedro Amorim
  • Reno Levi
  • Sean Marino
  • Shashank Sharma
  • Tor Frick
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