Introduction

Going through Internet websites on game-art you can see how popular the topic of weapon is nowadays. A lot of unexperienced graphics come up with the idea of creating their own object to a portfolio. Unfortunately, they treat the object the same as those which are part of the environment. As a result they create something that looks like a rifle but can be only hanged on a wall.

My first experience in weapon modelling was when I started working on Deadfall Adventures. I had already made some steps in working with models but had no idea about modelling for a FPP, therefore, had a foggy idea of what to do. I have managed to make all the possible mistakes. Fortunately, things were improving with every model / project I worked on.

This publication is entirely devoted to the issue of modelling for the FPP kind of view. While creating it, I was trying to recall myself all the problems I have encountered within the last few years, when dealing with this issue. The work is a summary of all the answers to vital questions I had posed and, above all, to those I had no idea of existence. The content is definitely targeted to more advanced graphics. I do not deal with purely technical matters, neither do I explain the basic terms. My work includes elaboration on the entire process of modelling ‒ from the stage of searching for dimensions and proportions down to the last detail. Also topics concerning creation of a low poly model, an UV mapping and an texture baking are discussed. In-depth understanding of the issue required a separate chapter which would describe placing an object in a frame. I had to acquire a similar approach when it comes to designing weapons. Even though, I have concentrated on the issue of translating real models (more adequately on interpretation and transferring them into games), all the matters were analysed from the visual point of view, which is of my particular interest. However, in order to create a correct element (a single model) of art (game) you need to be aware of the requirements it needs to fulfil. Therefore, on few occasions I was made to refer to FPS games’ mechanism.

In The Art of Color Johannes Itten wrote:

Doctrines and theories are best for weaker moments. In moments of strength, problems are solved intuitively, as if of themselves. source

I believe that knowledge gained through experience is worth more that all the sets of rules and tips available. It is, however, much better to create and read about creating simultaneously. The more conscious our approach to the problem, the better the final results.

This text is, in majority, a set of various precious information and tips that I have received from my friends or teachers. Above all, the text includes my thoughts on masterpieces created by contemporary artists. Those were the pieces of art that I have compared my works with in the search for the answer „Why are their works good and mine still require corrections?”.

Also questions asked by people who consider me an expert in this field were extremely valuable. It taught me not only to formulate my thoughts in the right way, but also to raise issues. It enables me to find my own way to share my knowledge and support their artistical development.

Pictures included in this publication come from video games, artists’ web pages, the Internet databases or from my private archive. Click a picture for its description.

Johannes Itten. The Art of color. Wydanie studyjne, Kraków: d2d.pl, 2015, page 9