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Author Topic: How to make a Gun  (Read 9788 times)
AngryPenguin
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« on: December 10, 2008, 11:48:47 PM »
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This month we wanted to give you a bit of an insight into how we construct our weapons, an overview of the process from start to finish. The construction of a 3d model like this is surprisingly complex and the process has many stages. We are going to break it down a bit so you can see what goes into those shiny media shots of the weapons.

http://tactical-assault.com/static/images/media/rbref.jpg
How to make a Gun
Start at the Start
The first thing is to work out what weapon it is needs modelling. In this case we are looking at the Raging Bull which has been beautifully modeled by Sampson. The team decides exactly what version of the model is needed and then the modeller finds reference images. Finding references is a vital stage, you can't just make up the design for these models otherwise they don't come out looking good. This is the sort of shot that the modellers will use for reference.

http://tactical-assault.com/static/images/media/rbbasemesh.jpg
How to make a Gun
Build from the Base
From these reference images the modeller then builds up the base of the model, at this stage is it still quite simple. This stage is about getting the basic shape right from which all of the details are then added.

http://tactical-assault.com/static/images/media/rbhighpoly.jpg
How to make a Gun
High Poly
From the base model a vey detailed high polygon model is created. This means modelling all of the little screws and edges. Now ideally we would stick the model straight in the game at this point as it looks awesome. However the problem is that your computer can't cope with such a complex model - this is true for all models, not just guns. When your graphics card tries to draw the gun it tries to draw all the little details and just slows down. This results in the game turning into a slideshow and makes it no fun at all. What we need to do is try and maintain the level of detail but decrease the complexity of the model. Luckily there are some ways that we can do this.

http://tactical-assault.com/static/images/media/rbuvw.jpg
How to make a Gun
UV Mapping
UV mapping is a way of interfacing between the texture of the model and the model itself. As you can imagine the textures are 2 dimensional while the model is 3 dimensional. The problem is that you can't directly project a texture onto the model. This is where the UV map comes in; it is effectively a picture of the gun unfolded into 2 dimensions.

http://tactical-assault.com/static/images/media/rbnormal.jpg
How to make a Gun
Making a Normal Map
A Normal map is a clever technique for making models look more detailed without making them more geometrically complex. From the high poly model a Normal Map is taken. This is a 2D image of the gun where the colours represent the depth and angle of the faces. The map will then be reapplied later bringing pseudo detail to the less complex model. Normal mapping is a complex subject and I'm not the best guy to explain it, if you are interested in learning more start with http://www.bencloward.com/tutorials_normal_maps1.shtml which is an excellent explanation of the concept. This image is just part of the Raging Bull normal map showing the profiled lettering. Notice the map is actually back to front, this just depends which way up the gun is on the UV map.

http://tactical-assault.com/static/images/media/rblowpoly.jpg
How to make a Gun
Low Poly 1st and 3rd Person
From the high poly model a 1st person model is made. This is the gun that you will see in the bottom right corner of your screen in game (unless you are left handed Wink). The model is simplified down and some of the little details are taken off. The gun is the simplified again for the third person model. The third person is the one that you will see other people holding, as there could be a fair few of these on screen at once the third person can't be too complex. This the stage where the normal map is now applied, the normal map affects the way that light reflects of the model making it look more 3D without costing performance.

http://tactical-assault.com/static/images/media/rbtexture.jpg
How to make a Gun
Texturing
Now we have a UV map the texture is painted onto the map. This is very tricky as you have to make the flat texture fit nicely onto the model. As you can see from the textures it isn't exactly intuitive. The other reason texturing is difficult is the level of detail needed. To make the gun look good it needs to be realistic so the texture has to be done carefully to make it look real. This includes things like scratches and wear marks where the gun would be held.

http://tactical-assault.com/media/?ragingbull.jpg
How to make a Gun
Final Preparation
Just to get it looking as good as possible we then render it nicely and put it into our media template. There is your finished product from start to finish.

Stay tuned for our New Years Media release which is coming your way soon.

See you on the servers,
Your TA Development Team!
« Last Edit: December 12, 2008, 05:52:11 AM by StuD » Logged

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Sampson
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« Reply #1 on: December 11, 2008, 01:55:58 AM »
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yeah. feel free to ask any questions. I made this one so yeah
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StealthyXIIGer
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« Reply #2 on: December 11, 2008, 02:39:19 AM »
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For the UV mapping, do you guys actually draw out every single line, or is it a software that creates such a UV map for you?
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Sampson
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« Reply #3 on: December 11, 2008, 03:18:00 AM »
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the uv's are done by hand and by software... you map it like a plane, cylinder etc based on the model... its a bit hard to explain you stitch vertices  and such and edges sorry its a bit hard to explain.
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StealthyXIIGer
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« Reply #4 on: December 11, 2008, 04:22:05 AM »
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I understand now.

Keep up the good work. Can't wait for the game.
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De Hupie
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« Reply #5 on: December 11, 2008, 10:23:59 AM »
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I always explain it by comparing it with unfolding a box. U can lay it flat in the form of a cross for example. Because its 2d now you can paint on it with Photoshop or other paint programm.
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Laky`
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« Reply #6 on: December 11, 2008, 10:40:05 AM »
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And it's hard to unwrap such a complex model Tongue
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aRny
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« Reply #7 on: December 11, 2008, 11:56:25 AM »
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very nice and detailed explanation, gives a good insight to the modelling and texture process.. now for some in-game footage Tongue
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« Reply #8 on: December 11, 2008, 12:05:42 PM »
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Looks like, you made barrel longer than original. This is fallos symbol?  Cheesy
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live-evil
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« Reply #9 on: December 11, 2008, 02:29:31 PM »
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Looks like, you made barrel longer than original. This is fallos symbol?  Cheesy

Well spotted matey, but the problem actually lies with the wrong refrence pic being posted i think.  Shocked
There are several models of the raging bull that vary in barrel length.

From this little beast...

To this huge mother...

I think this should be a better comparison for you...


I cant wait to take someones head off with it is all i can say  Wink
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-Zlodey-
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« Reply #10 on: December 11, 2008, 02:34:19 PM »
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Heheh, I see  Grin
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live-evil
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« Reply #11 on: December 11, 2008, 02:50:57 PM »
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Heheh, I see  Grin

we try to research a little, the american community especially know their weaponry and are quick to point out errors Tongue - just remember our weaponry impression may be changed to show things we think are cool, (bullet ejections maybe) that would normally be on the opposite side of the weapon.
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Mistic-Gohan
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« Reply #12 on: December 11, 2008, 04:53:55 PM »
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Nice Cheesy
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StealthyXIIGer
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« Reply #13 on: December 11, 2008, 06:15:16 PM »
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Heheh, I see  Grin

we try to research a little, the american community especially know their weaponry and are quick to point out errors Tongue - just remember our weaponry impression may be changed to show things we think are cool, (bullet ejections maybe) that would normally be on the opposite side of the weapon.

Do you already have a set list of weapons that are definitely on?
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STORM
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« Reply #14 on: December 11, 2008, 07:36:17 PM »
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now that would be telling  Roll Eyes
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