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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
UV mapping
8 listopada 2015
11 maja 2016
Pirat
7. Siatka UV
7. UV mapping
Nawigacja postu
6.3. Silhouette viewport
7.0. Textures ‒ pipeline