Not so vital, but still worth mentioning, is placing weapon on a screen. Ways of doing it depend on the kind of weapon. For example:
all pistols in the same place, on the right and lower,
all shotguns more on the right and higher, and so on…
It is worth thinking over especially while planning the whole set. Unfortunately, restricted scope of possibilities to choose the angle and the height results in not many creators taking this opportunity.
Call of Duty World at War could be a good example. Weapons of the same kind have the same angle and place of embedding.
Talking about FPP models we need to acquire a just assumption that the object visible on the screen is only a decoration, a prop. It has not much in common with the game mechanics. In reality, in video games we do not shoot with a weapon but with a crosshair.
It can, therefore, be concluded that weapon in a video game is more an element of user interface than the game environment. Even though it is visually coherent with the presented world and influenced by light, in reality it serves mainly an informative purpose. It informs a player what he has at his disposal at the moment and how powerful it is.
Modelling for the FPP view is, therefore, matching perfect, artistically interesting forms and creating a message.
If a crosshair is the place we are aiming at, it seems logical that a weapon should also determine where this point is. Weapon should aim at the middle of the screen.
The easiest methods to show the direction could be:
barrel – it is a common mistake to make it too short, not visible. The length should be adjusted to the FPP view otherwise, determining the direction can be difficult. Of course, some projects do not include a barrel at all.
clear/ simple weapon’s geometry – perspective draws lines/ shapes towards the middle of the screen,
using additional elements e.g. scopes – shows the shooting direction in a clear and obvious way.
One of the most basic parameters of an object placed at a camera is the object’s scale. Weapon should not be too big, otherwise it would cover the battlefield. Neither should it be too small, not to disturb perception of the scale of the surrounding. The best option is to stick to about one-eighth of the screen surface and not to exceed the fourth quarter.
An interesting approach towards the scale and settings is presented by Ryan Duffin in an article on animating weapon in FPP games.
When experimenting with gun placement for Medal of Honor: Warfighter, and surveying gun placement in other games, he found that the most pleasing weapon location corresponded to the spiral formed by the Golden Ratio as applied to the screen. By lining up all the game’s weapons according to this rule, he achieved a consistent and intentional look, instead of just placing them arbitrarily on the screen. source
The size of an object depends not only on the correctly adjusted proportions of space taken by a weapon in comparison with the screen space, but also on the weapon class.
When working on a given set, the correct relation between the scale and models should be preserved. Everybody knows that a pistol is smaller than a heavy machine gun as so on. The scale of weapon should be changed so as to widen the contrast between types of weapons. Players should get a clear message: The bigger the weapon, the more powerful it is.
Rage could be an example of a game where the size of weapon is proportional to its power.
The scale of hands in the FPP view should remain consistent with all the objects owned by a player. If, for some reason, we need to change the scale of hands for a particular weapon, the differences should not exceed about 15%.
Although setting-up weapon in a frame has a huge impact on an object it is often treated as one of graphic’s tasks. It is so, because placing an object in character’s hands requires cooperation of a few specialists from different branches. It is often beyond the competency of a modelling person.
Placing weapon correctly in the frame is important, as setting the position early in the work makes it easier to decide which elements are important and which should be abandoned. Setting an object determines the choice of silhouette, proportions and details’ visibility. Therefore, I’ve decided to discuss this chapter as the first one, before starting any kind of modelling.
While working on a FPP model, a graphic must check it in a scene most resembling the one in the game. Thus, one of a graphic task is to prepare the set-up. It is necessary even if tests would require setting camera in a modelling software. It would be perfect to have a preview in the game engine. It isn’t always possible though.
Creating an asset together with a texture is a clearly described, multi-staged process. It can differ depending on pipeline, technology and project’s targets. Despite these differences, pipeline usually looks as follows:
While making corrections one needs to go few stages back. In the worst case if we spot an error (e.g. some element is missing) already after texturing, we will have to leave everything behind and come back to the very beginning. This production drawback concerns also cooperation with people responsible for choosing kinds of weapon for a game. Should we fail to receive full information, or they change their vision of a model, we will have to start all over.
A good approach is to think at least one stage ahead. It is also not advisable to decide to whitewash some problems that have already appeared in the stage we are working on in the subsequent one. To gain 100% of quality, each stage needs to be performed on 100% too.
A graphic needs to be aware of the fact that weapon in FPP kind of games is more important that the characters’ faces. After all it is the weapon that we see majority of the time. The aim is not only to get a correct model, but also to make it interesting, pleasing and to give it the necessary features – to bring it to perfection, as close as possible. Each weapon should become a piece of art.
A prop held in a player’s hands can be really everything. From food to everyday-use objects, up to rocket launchers. Most often, however, the prop is a gun.
While categorizing props for a FPP view one can certainly use „actual criteria”, such as melee weapons, firearm, bladed weapon, tools and so on. However, from a graphic point of a view it is better to determine whether the model:
changes its position in the frame dynamically ‒ usually melee steel or tools. Most often the objects that we can look at carefully from every angle are objects that appear in the cut-scene,
is more static – it usually concerns firearm, magic artefacts. They can be animated, however, are usually seen from the first person perspective.
By determining it at the very beginning we know which areas of a given object are of particular importance (clearly seen), and which are not.
Concentrating on firearms (although, it can concern other props too) you should take into consideration the fact that there are different weapon classes (for example among firearms we have: pistols, shotguns, sniper rifles and machine guns). Types are groups of weapons with similar features. Their number is restricted only by creators’ imagination. This knowledge will be useful while discussing further stages.
By dividing frames of a FPP game into layers, we can find:
scene (bright) – the world of game
character (dark) – hands and props
GUI (black) – the user interface
In this publication we are interested in the layer concerning the game character. A prop, usually a weapon, included in the frame is something between the world of game and the user interface. Even though a prop:
is visually coherent with the world of game,
is affected by the light and post-process,
is fully a 3D model.
The main task of a prop is to inform a player (similarly to GUI). The object in frame tells what the player has at his disposal.
The Character’s layer can be treated in an autonomous way – it’s unique and specific. An object in this layer should not only „look good” but also fulfil certain principles.
The object and its hands rotate according to the camera rotation (a prop is attached to the camera) which means they are always in the same place in the frame and take up given space.
The character’s layer has its own, independent FOV. Thanks to that both the prop and the world of game can be presented in the most attractive way (in an adjusted and independent perspective). Such an assumption can sometimes contribute to strange situations. The problem, however, is not noticeable by a player.
The object of weapon was initially placed closer to the middle of the screen, with time it moved towards the right side. Such placing has become the standard one. Today it is hard to imagine a FPS with a weapon located on the left. Dual-wield is an exception because on the screen we can see two pieces of weapon, on both sides of the screen.
FOV parameter for weapon-layer can range between 35°–50°, but the most common setting values are close to 45°.
Games with the first person perspective were a breakthrough for the video game industry. Thanks to it, a player
[…] could empathies more with the character he was playing with. source
Together with the technological development, more and more creators turned to the FPP view, most often used it in RPG games […] It wasn’t, however, before the beginning of ’90s when the real breakthrough came: id Software launched Wolfenstein 3D, the game that set the standards. source
But it was
DOOM, launched in 1993, that revolutionized not only the shooter games, but also the whole market of computer games. source
The FPP games can be distinguished by a prop that appears in the screen corner. Usually, though it’s not a rule, a prop is being hold by a player.
Adam Tobojka. 40 gier, które napisały historię FPS-ów. eurogamer.pl [online]. 2014. source: http://www.eurogamer.pl/articles/2014-10-23-40-gier-ktore-napisaly-historie-fps-ow?page=2
Adam Tobojka. 40 gier, które napisały historię FPS-ów. eurogamer.pl [online]. 2014. source: http://www.eurogamer.pl/articles/2014-10-23-40-gier-ktore-napisaly-historie-fps-ow?page=3
Props put in character’s hands have hugely changed since it appeared for the first time. At the beginning those were only sprites which, with time, evaluated into the fully modelled 3D props.
Whenever something is created it is important to analyse how the object is going to be presented. This applies to almost every manifestation of human creativity.
The first chapter is entirely devoted to the general issues connected with the FPP view. The first-person perspective (FPP) differs from the others (e.g. a TPP or isometric projection) by the way the camera is embedded in the world of game.
In order to create a correct object in this projection, a knowledge of the object we are modelling is necessary (good analysis of the issue) and a knowledge of the shot which the object will be presented in (the relation of the object to the frame).
The rules for the FPP view are universal, the same for a lighter, a screwdriver or a rocket launcher. An experienced graphic, who knows the character of the FPP view, working on yet another object needs only to „understand” the object that is being created.