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theory of making a weapon from step 1

Started by May 29, 2018 03:11 PM
6 comments, last by wkragen 6 years, 6 months ago

Hi!

Generally -

I would like to understand, that what kind of steps are required if I'm planning to create a weapon for a first person shooter game. I'm interested in making every aspect of a weapon. Shape, colour, muzzle flash, sound effect, accessories, projectile, shape of cartrige case, (and the sound of when it falls :D ), penetration, bullet physics, so everything.

In practice -

  1. What are the subsets and sequences of the required processes (the different structures of the processes - eg. digitalization, making the files, coding in engine edtior etc.)?
  2. I watched an unreal engine 4 tutorial about creating an m16. The applied file contained an 'OBJ.' and a 'TGA.' file. What processes are required to create such files (e.g. how can I digitalize my weapon and make a 3D model?)
  3. What kind of experts I need (and where can I find them)?
  4. Is there any differences in using different - but modern - engines? I mean is there any specific file formats that needed besides 'OBJ.' and 'TGA.' files?
  5. I learned what I could about the core functionality of engines and terminology, but I still lack the knowledge about the big picture - so any summary of the requires steps will be appreciated!

Thank you very much for helping me! If there are any insights or suggestions I would be very grateful!

 

It's not a complete answer, but you might want to take a look at World of Guns: Gun Disassembly, which is a free game that shows all the parts of many guns, allowing you to see them in 3D, assemble and dissassemble them, see in "x ray mode" and explains how the gun works. Will give you a general idea of how to do that.

That said, I'm curious as to how this mechanic will work on your FPS. Or are you looking on how to make your own guns for the game, like those in Call of Duty or BattleField? If so, most of these FPS's don't go too deep on the details on how a gun works. Theyr models are very detailed externally, but internally they're mostly empty. Only the visible parts require much detail.

Sound can be tricky. As far as I know, big companies record those with the help of gun experts, in controlled environments.

For your questions:

1 - you would model all the parts of the gun in a 3D software (Maya, 3D Studio Max, Blender), using photos and blueprints as reference, then export them to an engine, where you can program interaction with the model (rotation and location mostly);

2 - obj is a 3D model format supported by many modern engines and 3D modeling software, so it's a common choice as an interchangeable format. tga is image file commonly used as texture, which gives color (among others things) to a model. You can use other formats (such as png and jpeg);

3 - it depends. You can try to do that by yourself, but if you don't know modeling or game development in an engine, you would need at least a 3D modeller and an engine programmer (some people can do both, of course);

4 - there are many others. Almost all popular image formats (png, jpg, bmp, tiff) can be used instead of tga. Obviously each one can suit better certains needs than others, and require engine support. There's a less options for 3D model formats, but you have options like fbx and collada;

5 - don't know your goal or experience, so my advice would be starting to do simple games, trying to build your own models.

Note that these are simplified answers. There are a lot to talk about 3D modeling alone.

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Thank you, TerraSkill! It was an exeedingly helpful answer with general details I was looking for!

My only goal is to make my own weapon for fun! Implementing in a real game is only the next step! I did not know about the possibilities in CoD or BF about making a gun. Beside that developers make a gun internally empty - like in CoD or BF - is there any games where virtual guns built like a real gun? So are you saying that there is a paradigm of making a weapon realistic internally as well?

Based on your answer 3D modeling is the key of making a weapon. What do you think where I can find useful and up to date knowledge about the fundamentals of 3D modeling (books, articles, blogs, anything you consider a reliable source)?

On 5/29/2018 at 5:11 PM, wkragen said:

What are the subsets and sequences of the required processes 

The normal workflow for a AAA game is:

Planning and research (often by one of the developers) -> Lawyer checks real world weapons or a concept artist makes concept weapons -> Art book and design documents -> programmer starts coding gun with simple primitive cubes -> 3D modeler makes first model -> Animation artist animates -> reviewed by developer or by a other artist ->

-> programmer codes -> 3D modeler improves model -> animation artists -> reviews -> this part loops till the developer is happy. It's known as a multi pass workflow. The underlined part is also this loop.

->polish pass -> backup for editing bug fixing. Eventually the product gets shipped.

 

Unreal has a indepth biginner tutorial on this: https://docs.unrealengine.com/en-us/Videos/PLZlv_N0_O1gb5sdygbSiEU7hb0eomNLdq/Nsgo8CHVXWg

 

4 hours ago, wkragen said:

My only goal is to make my own weapon for fun!

Then a lot of your above questions you asked doesn't matter. When making a gun for games most of the work is for making the gun work with the game.

There is a lot you can skip when just making it for yourself. As an example, you don't need lawyers to check copyrights and trademarks.

 

5 hours ago, wkragen said:

Beside that developers make a gun internally empty

Yes, because the gun doesn't use real physics and players can't see inside. Making the internal parts would drive up costs of production and slow down the game for no reason.

If however you want to make a game where players can tweak the insides of a gun, you could make detailed insides for the inventory or editor screens. Then the tweeks to the guns the players make here effects the code of the gun, but while using the gun, the insides isn't rendered.

 

5 hours ago, wkragen said:

Based on your answer 3D modeling is the key of making a weapon. What do you think where I can find useful and up to date knowledge about the fundamentals of 3D modeling (books, articles, blogs, anything you consider a reliable source)?

Yup, 3D modeling is the biggest part. The programming and animations are basic; if you do this for fun.

You are a beginner so go download Blender: https://www.blender.org/ start with some basic tutorials for it. Blender is free and a industry quality software; as in there are lots of games already using it.

I realy-realy don't recommend buying software at the beginner stage. No software is going to make you a better 3D modeler.

 

It takes around 3 years before you can make a detailed gun like the ones in AAA games. http://polycount.com/ is a good site for 3D general tutorials, it is a 3D website with both beginners and pro artist on it.

A lot of AAA artist are also on polycount, when allowed the art from the games is often shown by the artist on the site.

Thanks Ninja for your detailed summary and advices!

Meanwhile I checked the World of Guns game. Seems very useful (and fun). I've also watched a video about 3D modelling an AK-47 with Maya. I suppose that a good 3D modeller has a very detail oriented mindset and good visual memory.

Based on both of your answers I sum up the fundamental steps of making a weapon from step 1.:

  1. Make a plan of a weapon (it can be a drawing or a digital design) in order to get a reference for 3D modeling. Input: an abstraction. Output: a drawing (A) / digital design (B) a.k.a. an ‘art book and design document’. Required expert: a 'concept artist' (A) / graphic designer (B).

  2. The design has to be available in any digital file format readable by a 3D modeling software. In the name of precision it is useful to have pictures about all angles of the weapon and specific parts. Input: design document. Output: digitalized images of weapon in the proper file format (e.g.: jpg). Required expert: any person with a scanner - if the input was a drawing (A). No action is required if the concept was created in a digital environment (B).

  3. 3D modeling the weapon with 3D modeling software (e.g. Maya). Input: Image files of the weapon. Output: a 3D model format (e.g. obj., or fbx.). Required expert: a 3D modeller.

  4. Engine programming the weapon in order to implement it in a game software using the required engine program, like Unreal Engine 4 - depends on software - I suppose that animation is also the part of engine programming. Am I right? Input: 3D format file (e.g.: obj.) and an image file for textures (e.g. a jpg.) - I suppose that the file which mentioned in step 2 is sufficient. Output: a useable weapon. Required expert: An engine programmer with permissions to code the game software.

  5. Review and bug fixing.

1 hour ago, Scouting Ninja said:

Then a lot of your above questions you asked doesn't matter. When making a gun for games most of the work is for making the gun work with the game.

So step 4 and 5, and most parts of the step 3 are needless, right? 

1 hour ago, Scouting Ninja said:

Yup, 3D modeling is the biggest part. The programming and animations are basic; if you do this for fun.

Maybe I didn't get it yet, but what is the exact difference between 3D modeling and animation. I thought that 3D modeling is the process of making a 'static' weapon - e.g. an 'obj file, and animation is the operation - like reloading -  using images of the 3D model. For animation it is a prerequisite to have a 3D model, right?

1 hour ago, Scouting Ninja said:

It takes around 3 years before you can make a detailed gun like the ones in AAA games

You mean learning takes 3 years? And not creating I suppose. It wasn't a sarcastic question - It is not hard to imagine that making an AAA gun takes 3 years even for a professional, because of legal processes, planning and implementing. However I suppose you meant learning is 3 years.

Scouting Ninja: Is there any simplified method to try the finanized weapon? Like a virtual shooting range - where the environment and other animations are irrelevant?

Thank you very much guys! You are super helpful!

 

2 hours ago, wkragen said:

Required expert: a 'concept artist

A concept artist is only needed for concept weapons. When making real ones you can just use photos from the actual weapons.

2 hours ago, wkragen said:

So step 4 and 5, and most parts of the step 3 are needless, right? 

When making a gun for yourself you can just make it. Get some photos maybe a example of other 3D guns so you have a quality to aim above, then start using your 3D software. 

Add some basic animations.Once done you take it into a engine of choice and add some code to it. This last two part you won't be able to do as good as a professionals but you can get it working.

2 hours ago, wkragen said:

Maybe I didn't get it yet, but what is the exact difference between 3D modeling and animation.

It's two separate art fields. It's like painting vs sculpting. A 3D modeler studies what a object is made of and a Animation artist studies how the object acts. Mastering any of these skills takes a lifetime and as we only have one live we can only master one.

2 hours ago, wkragen said:

For animation it is a prerequisite to have a 3D model, right?

Yes and no. Animation artist do need 3D models to animate, but they don't need the best. Many 2D animation artist had to learn how to draw, but for 3D it is not the same.

3D animation artist often use simple models like these:

Related image

or free models to practice with. This allows them to focus more on animation than static art; but again most of them can make basic 3D models.

 

Most artis will also expand there fields after a while. For example you will often see 3D artist drawing and animation artist often learn acting etc.

2 hours ago, wkragen said:

However I suppose you meant learning is 3 years.

Yes learning. A person starting 3D modeling with nothing will be able to make a realistic weapon if they study and practice for 3 years.

 

2 hours ago, wkragen said:

Scouting Ninja: Is there any simplified method to try the finanized weapon? Like a virtual shooting range - where the environment and other animations are irrelevant?

Unfortunately not. Because 3D models are so different, just like drawings, there is no place where you can load a model in and it works. Maybe if you learned some modding.

 

Something I will not advice yet is 3D printing. It is both expensive and the 3D printers can't print durable weapons yet. You also need a Gunsmith license and to have one of those you need to learn making guns, normal production of guns is a million times cheaper and easier than 3D printing.

 

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I worked through myself on your insights and the learning materials you recommended. Finally I got the general idea of the process. I really appreciated your help, thank you guys!

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