Analysing pipeline for a realistic 3D game-ready weapon
Babushkin, Georgi (2023)
Babushkin, Georgi
2023
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2023120835434
https://urn.fi/URN:NBN:fi:amk-2023120835434
Tiivistelmä
The objective of the thesis is to analyse the process of creating a realistic 3D weapon to be implemented in a console or a computer game by making a model of an AKSU-74 assault rifle from scratch. The pipeline used for that included pre-production, modelling, UV-unwrapping, baking, and texturing. Due to scope and time limitation the study’s focus is on the modelling.
To understand how modern game weapons are made the paper examines basics of each step and overall design principles from a game weapon artist’s perspective. These topics include hard-surface modelling, weapon mechanics, material behavior, and optimization. This is done to give readers understanding of how one step in the pipeline affects consecutive steps, and how all the processes work together.
The asset is made by mesh-based modelling and the software used to analyze the pipeline is Blender, Marmoset Toolbag, and Substance Painter. As the paper aims to examine the general process of 3D weapon assets creation, it will feature primarily content from beforementioned software. However, alternative methods will be presented from different weapon artists’ articles.
The pictures of making an AKSU model following a modern pipeline are added in each step to better present the context to the readers, and to provide one of the many possible workflows.
The results of the research achieve a working game-ready weapon asset that can be implemented in an FPS game, and its quality can be scaled according to the needs of game development.
To understand how modern game weapons are made the paper examines basics of each step and overall design principles from a game weapon artist’s perspective. These topics include hard-surface modelling, weapon mechanics, material behavior, and optimization. This is done to give readers understanding of how one step in the pipeline affects consecutive steps, and how all the processes work together.
The asset is made by mesh-based modelling and the software used to analyze the pipeline is Blender, Marmoset Toolbag, and Substance Painter. As the paper aims to examine the general process of 3D weapon assets creation, it will feature primarily content from beforementioned software. However, alternative methods will be presented from different weapon artists’ articles.
The pictures of making an AKSU model following a modern pipeline are added in each step to better present the context to the readers, and to provide one of the many possible workflows.
The results of the research achieve a working game-ready weapon asset that can be implemented in an FPS game, and its quality can be scaled according to the needs of game development.