I've been scouring Polycount and the internet for articles about creating a pipeline for modular weapon creation. I was really hoping the fine folks at Gearbox had published a little sum-sum on how they went about their method as well, but alas I haven't found anything. So, I'm turning to you guys! I know about…
My colleague Ben Garnell, who also worked on some borderlands 2 stuff said that was all just flat faces where different parts met, didn't sound too complicated (but that's just hearsay). I think if you want to mix a lot of crazy, very different guns, it's the only way. it just gets too hard to combine otherwise. We did…
Damn, thanks a ton s620ex1; great writeup and images here. I've gone through and made a series of proxy versions for this particular asset I'm working on, and it does seem pretty straight forward once I figured out the restrictions and which area of each piece needs to line up. Again, thanks a ton for the write up,…
Oh right, my bad. I didn't recognize the weapon probably because it's from the first game? Either way, still very good writeup and thanks for digging it all up. I should try doing something like this in my spare time some day :)
Hey Rik, I tackled something similar for my MA. I focused on using maxscript to procedurally assemble my weapon components within 3ds max. My maxscripting skills are very limited but it was merely a proof of concept :) http://www.youtube.com/watch?v=wT3l3bVFkHw
i did some of the borderlands 2 weapon models when i was working with 3point studios. i hope i'm allowed to talk about this. lawyers: it sure would be a shame to stop people from learning and getting better at their craft... in borderlands, huge portions of the gun needed to be swappable. we were given a blockout or sample…
Found a few more: http://udn.epicgames.com/Two/WorkflowAndModularity.html http://www.gamasutra.com/view/feature/2475/creating_modular_game_art_for_fast_.php Both are geared more towards environment assets and not weapons, but there's a good amount of grid/snaps/general techniques between the two of them.
I didn't work on BL2 but did stuff for the first Borderlands and everything Racer and EQ said is right. If you were doing a revolver all your parts had to work with the other revolvers without clipping. Flat faces that mat the other areas and pivots at 0,0,0. Also on the texture sheet since we had 6 variations of each gun…
Yeah well guns, swords, vehicles, characters, its all sort of the same concept. You've gotta plan the system and make sure everything lines up. Concept it, block it out, make sure it works, then worry about the actual assets.