How to Improve Your Skills in the Field of Weapon Art. Mistakes and Life Hacks

How to Improve Your Skills in the Field of Weapon Art. Mistakes and Life Hacks

Hello! My name is Ivan Dikhtyar. I work as a Lead Weapon Artist at Kevuru Games. Today I'll tell you how to develop a career path as a 3D artist specializing in weapons.

Weapons in video games aren't just a tool for completing quests and solving problems, but also a piece of art. Optimization of the model, its structure, animation of moving elements and texture detailing - all these factors create a sense of realism of events on the screen. That is why each component must be perfectly modeled and covered with the highest quality texture.

And although there is an art component in 3D modeling of weapons, the main thing here is the correct geometric model: with clearly expressed contours, shapes and technical features. The main mistake of beginners is to take one single image and model, for example, a rifle based on it. In the long run, we'll get an incorrect model, with the wrong width, lacking elements, etc.

As most of the playing time the weapon is located in front of the eyes, any illogical elements invented without a basis become noticeable. Accordingly, the players have claims to the developers, and the latter have claims to the artists responsible for the weapons.. That is why the modern gaming industry prefers experienced professionals to beginners.

Does it mean that the way to weapon modeling for game studios is closed to junior specialists?

No, of course not. First of all, beginners should make every effort and analyze in detail the weapon they are going to model.

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Is it possible to come to 3D from scratch?

As practice shows, the impulsive rush to create digital masterpieces ends with the start of work on the first project. Most beginners start out with heavy, over-detailed models that end in collapse.

In the game development industry, especially in 3D weapon art, there are a number of nuances that need to be taken into account before starting a career:

Weapons have clear characteristics that make them work.

Each structural element has its own purpose and is required in the model.

Materials, machining parts, threads, etc. affect the characteristics.

There is no room for creativity in modeling real weapons.

Those details that are closer to the eye are modeled better.

So, before you start working on a model, you need to understand the features of a particular type of weapon, if possible, hold it in your hands, understand ergonomics, etc. If this isn't possible, you can use the World of Guns application, where all models are detailed and have clearly written characteristics.

Life hack: start working with simple models, such as TT or PMM, rifles of the Second World War, etc. They have a minimum of design features, quite simple shapes, and therefore they are easier to model and texture.

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What problems do beginners face and how to avoid them?

In the history of modeling, there wasn't a single case when a person came to the industry as a professional. So, if you hear that someone has mastered 3D on their own and immediately headed the department, for example, of weapons artists - it's nonsense.

Everyone starts somewhere. Some people study modeling from videos or books, others go to courses. In parallel with training, everyone improves their practical skills: someone works for a portfolio, someone - for commercial projects. The essence is the same - professional development and gaining valuable experience.

Too high expectations

So, the first problem of all beginners is overestimating their abilities. If you have your own portfolio with cool works, for example, on ArtStation, it is very good, although it doesn't guarantee you a place in the company where you want to work. Almost every employer checks practical skills with a test task. If you fail it, you will be refused or offered a simpler position.

The mismatch of skills with the industry

The second problem is the knowledge of 3D modeling principles, but for a different area. That is, if Junior creates cool characters, animates their movements, etc., it doesn't mean that he will be able to model high-quality weapons.

Organic modeling is slightly different from technical objects, it allows you to ignore some features. In the creation of digital weapons, this method doesn't work, and often it is because of excessive creativity that artists cannot fully develop their potential in this niche.

Textures

Weapon textures for modern game development (especially AAA titles) are drawn by hand. To do this, you need to clearly understand the properties of the selected material, see the references of real weapons, and highlight the places where corrosion, scuffs, etc. are formed. Without sufficient texture detail, your model will look plastic or even cartoonish. This was normal 10 years ago, but now, in the age of 4K monitors, players have become very picky about details.

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How to start a beginner's way in 3D weapon modeling?

There is no single algorithm: each artist chooses his own method of studying 3D and the features of weapon modeling. I would recommend starting with the basics, gradually increasing the level of complexity of projects.

What I can advise:

First of all, start with something simpler, such as a grenade or a sight, or any attachments.

Courses, if possible. There are many free or reasonably priced courses. The only problem that beginners may have is the inability to distinguish high-quality materials from "harmful" ones. And although the time of secrets of skill has already passed, a lot of specialists in their thematic videos still don't want to explain the actions in detail. As a result, this leads to amateur activities that do not always bring the desired result.

What I recommend to my team:

Very cool course from Ukrainian developer Eugene Petrov: https://www.dhirubhai.net/in/eugene-petrov-a2122b66/?

Free course on Fusion 360: https://www.artstation.com/learning/courses/q5K/receiver/chapters/DAmx/intro?

As for the theory, first of all, get acquainted with the weapons base, its varieties, design features, attachments, etc. As a gun owner, I can say that it will really help to understand the principle of its operation, structure.

Go to a shooting range or a gun shop, hold pistols, rifles, pump-action or breakable rifles in your hands. Feel the material, get acquainted with the design, structure and proportions. Learn how the sound modulator and canopies are installed on the Picatinny rail. This love and attention to detail distinguishes an expert in creating 3D models of weapons from a beginner.

Now to practice:

1. First of all, choose a few lessons that you could do in your free time. Repeat them several times. You will realize that you can already implement some points without prompts.

2. Next, raise the bar and start learning more about texturing and the nuances of UV mapping. This will give you the practical skills to work with complex shapes and geometry.

3. As soon as you master the basics, move on to the practical part of the training, namely to freelancing and available projects. Here you will be able to become skilled and collect a professional portfolio.

4. Study different software. Now the gamedev priority is working in CAD programs such as Fusion 360.

Practice your skills. Learn. Develop your skills. The road to mastery in the 3D industry, especially in the Weapon category, is quite long and winding. Do not deviate from the chosen path and achieve success!

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