In this thread I'll run through the process of creating an in-game first-person weapon asset for the game. The format will closely mirror the style of the thread found
here, though it will diverge to cover different elements of media production that apply to non-static meshes.
The model that I'll be producing is a pistol sidearm, which will likely be carried by one or more of the gunner classes in SF2. Most SF2 classes feature unique sidearms, the pistol being an exception carried by two, possibly three classes.
Once again, I'll be working from concept art generated by o_nobody_o, one of our team concept artists. Steps involved in this process include mesh generation, material application, rigging and animating, and finally exporting.
The original concept art is provided here:
(If you're not too keen on reading the whole thread, one of the final screencaps is
here.)
The requirements of the pistol model were for functionality and cleanliness of design, though preferably maintaining a unique profile. The pistol would receive a large amount of screen real estate, and could afford a relatively large polycount given the size of the model. This concept accomplishes these requirements well. I like the look of the slide and ejection port, as well as the unique grip design. I anticipate that most time will be spent on the grip and internal ejection mechanism so as to ensure the final model animates interestingly. Details such as the slide grip and bolts will be normal mapped on, though I may produce high-resolution meshes for these details.