Banner

Repeat

End

Forums

HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 02-11-2007
FictiousWill's Avatar
Fort Warrior
 
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
Send a message via AIM to FictiousWill
Default Producing a weapon model

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.
__________________
It's 'Fik-Shus'

Last edited by FictiousWill; 02-20-2007 at 04:57 AM.
Reply With Quote
  #2  
Old 02-11-2007
FictiousWill's Avatar
Fort Warrior
 
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
Send a message via AIM to FictiousWill
Default

The following steps should be no surprise. The pistol is a mechanical model, with plenty of straight lines and edges. The ideal way to begin producing the mesh is to start with a traced outline spline, extrude to a box, and continue box modeling from there.

__________________
It's 'Fik-Shus'
Reply With Quote
  #3  
Old 02-11-2007
FictiousWill's Avatar
Fort Warrior
 
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
Send a message via AIM to FictiousWill
Default

The model will feature multiple animated parts, each requiring their own bone and placement in an animation hierarchy. The pistol slide will operate as one of these elements. I've started meshing the body of the weapon, ensuring that the slide moves convincingly on the 'rails'.



The internal workings of the weapon will be modeled later. I expect the last parts to produce will be the magazine and individual bullets.
__________________
It's 'Fik-Shus'
Reply With Quote
  #4  
Old 02-11-2007
SwiTcH's Avatar
is killing your mans
Flag Capper
 
Join Date: Sep 2006
Location: Your mom
Posts: 2,100
Send a message via AIM to SwiTcH Send a message via MSN to SwiTcH
Default

Im lovin so far.
__________________
:O
Reply With Quote
  #5  
Old 02-11-2007
Sayyan's Avatar
Grandly Delusional
Veteran Fort God
 
Join Date: Dec 2006
Location: Plymouth, UK
Posts: 5,233
Send a message via MSN to Sayyan
Default

Yeah I agree, nice concept and the models looking okay to.
__________________
God.

Last edited by Sayyan; 02-11-2007 at 09:24 AM.
Reply With Quote
  #6  
Old 02-11-2007
Eraser Combo Pack's Avatar
^That guy you know...
Experienced Builder
 
Join Date: Sep 2006
Location: Outer Space
Posts: 462
Send a message via MSN to Eraser Combo Pack
Default

Oooh, very nice. I can't wait to see how this one turns out

EDIT: Btw, lovin' the new avatar fic.
__________________


Xfire: lembasbread
Fight Spam! Click Here!
Reply With Quote
  #7  
Old 02-11-2007
AlphaSE7EN's Avatar
Gravnading Killwhore
Master Craftsman
 
Join Date: Apr 2006
Location: Denver, Co
Posts: 928
Default

will suck ficdic for models
__________________
Reply With Quote
  #8  
Old 02-11-2007
FictiousWill's Avatar
Fort Warrior
 
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
Send a message via AIM to FictiousWill
Default

The grip model starts a separate spline outline that is extruded and mirrored. I generate an instanced mirror so I can work on one side of the gip and have identical mirrored polygons generated on the opposite side of the model. This ensures symmetry and makes producing the grip far easier, while reducing any 'seamed' look.

I've left a void where the grip insert will be located. That part of the mesh will be extended and welded in place once this part of the grip matches the concept.

__________________
It's 'Fik-Shus'
Reply With Quote
  #9  
Old 02-11-2007
FictiousWill's Avatar
Fort Warrior
 
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
Send a message via AIM to FictiousWill
Default

Some connective surgery is required to fuse the parts together.

__________________
It's 'Fik-Shus'
Reply With Quote
  #10  
Old 02-11-2007
FictiousWill's Avatar
Fort Warrior
 
Join Date: Jun 2005
Location: Illinois, USA
Posts: 1,107
Send a message via AIM to FictiousWill
Default

The grip is now fused to the rail segment and the grip inserts attached. I re-duplicated the grip mirror image as a copy rather than an instance and welded the connecting vertices. I knocked out a hole for the trigger guard and compressed the vertices there to narrow the trigger guard mesh. I also stuck on some high-poly bolts. Depending on the eventual polycount they may or may not remain. That's it for tonight. I'll crash for the night and then tomorrow I need to widen the grip, model the internal mechanism, magazine, bullets, and begin the uvw unwrapping process.

__________________
It's 'Fik-Shus'

Last edited by FictiousWill; 02-11-2007 at 10:08 AM.
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT +1. The time now is 05:17 AM.


Powered by vBulletin® Version 3.8.0
Copyright ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.6.0

Tab