![]() The decals are pre-made and shared across every piece of equipment in the game for cohesion and efficiency. These details are added using decals, flat geometric visual elements, on top of the model’s surface. Hatches, rivets and bolts suggest how the whole thing was put together. Can you imagine standing next to that railgun?īecause each weapon is composed of huge pieces, Pavel adds elements like panelling details, connection points and hints of functional parts beneath the surface. Each one is made up of massive panels which house all sorts of functional machinery inside. Since all items equipped by mechs are so large, they aren’t manufactured like real world equipment. The final step is to add the finer details to the models. He can move forward as soon as he’s happy with his design iterations. Since he starts his designs in polygonal 3D, he’s already working on what will eventually go into the game. A few of those are added to the game as the initial variants but if more are needed, our game designers are free to combine the weapon modules in any way they please. It’s a challenging task, but Pavel aims to maintain visual cohesion across as many unique configurations as possible. One of the final steps of the design process is splitting a weapon into modules – sections such as the handle, frame and barrel.Įvery module is designed so it can fit with others without major visual problems. Some of those elements end up going into the weapon designs. The general purpose of the moodboard is to get inspired by the mechanical functionality of industrial parts and equipment. Mechs in Phantom Brigade stand at an imposing 25ft (7.6m) tall, taller than many two-story homes! Instead of looking at weapons that exist in our world, he and our art director, Artyom Zuev, have moodboards filled with pictures of industrial parts, equipment, and tools. ![]() Since each weapon is as big as heavy machinery, that’s where Pavel tries to find his inspiration. He can treat polygons like a kind of digital clay. Pavel does all of his modelling in Modo, a program with several helpful tools that help him create interesting shapes. It’s stretched and angular model converges as a pointy tip towards the end of the barrel. Pavel kept the railgun’s long piercing projectiles in mind for the weapon’s shape. Sometimes, he sketches some quick isolated ideas on paper before incorporating them into a full 3D model. In the above GIF, you can see how those pieces are modified and combined in different iterations. Pavel starts the design stage by exploring concepts and iterating on the general shape of the weapon.Įach weapon model starts as an assortment of individual geometric pieces. So the challenge is to design a cohesive style for the weapon type and manufacturer while differentiating specific models that convey each individual weapon’s purpose. Each one has a short backstory and a specific visual design language true to their brand. Most pieces of equipment are manufactured by companies that specialize in mech technology. We wanted to include two different kinds of railguns manufactured by the same company: one that would act like a marksman’s rifle, capable of hitting distant targets with high precision, and another that is more akin to a shotgun, firing short distance rounds with a wide spray. From a gameplay perspective, our railguns lean on the piercing aspect to shoot through buildings, terrain and enemy mechs. A long projectile sits between two charged rails that generate a magnetic field to launch it as a piercing round. The essential element of a railgun is how it fires. Is it a firearm, an energy weapon, or something else entirely? What kind of projectiles does it fire? Which manufacturer made the weapon? First, we need to decide what kind of weapon it is. Pavel starts a new weapon design by asking himself some questions. This developer blog explores his progress while he was designing the railgun weapon set. Our 3D artist, Pavel Efimov, is in charge of designing new weapons in ways that convey their function while looking cool as hell. Even as the bullets fly, plasma rounds the hills and laser beams tear through rows of buildings, time will stand still while you make decisions about your next turn. In recent months, we’ve added a plethora of new weapon types that add strategic depth and aesthetic variety.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |