Looking carefully at any weapon it is easy to notice which elements are vital – key to the object. Older games or the mobile ones show it nicely. Due to technical limitations (number of tris, textures resolution, displays’ resolution and size) artists were made to present the essence. A part of irrelevant details was eliminated and those key ones highlighted.
Nowadays, we have reached the stage of so high resolution that we can show all details of realistic weapons (and even add a few more). But we still need to remember to show the essence, to choose those forms, shapes and objects that are important, and highlight them.
Of course, apart from the key details there are also other, the smaller ones. Analyzing an object it is worth to create the hierarchy of importance ‒ a pyramid. In such a way we can easily determine which elements are important and influence the others.
Current trends in weapons’ designing require constant developments, adding a lot more, than it is presented in pictures/ references (of course sensibly and moderately). Majority of the real weapons have simple construction – by adding suitable elements we can make objects more attractive for an average player. Also in this case objects should be placed in some hierarchy not to compete with each, other but to harmonize.
On the basis of the hierarchy of importance we should play with the elements, make the object show what we had already determined in our ranking. The easiest ways of manipulations can be the change of scale – the more important, the bigger.