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

Characteristics of the FPP view

13 listopada 201210 maja 2016 Pirat 1. Charakterystyka widoku FPP

1. Characteristics of the FPP view

Nawigacja postu

Introduction
1.0. The first person perspective

Language

  • English English
  • Polski Polski
  • Русский Русский

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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