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COURSE

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TABLE OF CONTENTS

INTRODUCTION

As a weapon artist, you’ll be part of a team creating high quality 3D weapon assets. These will be used by characters and ana amazing addition to the overall game experience. You’ll be able to closely work together with other artists and designers to make amazing looking and functional weapons and participate in the creative process from early concept to final product.

For this you will work from concepts or references that are often times provided by concept artists.

LESSON OVERVIEW

EXERCISES

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ADDITIONAL RESOURCES

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SPECIALISATION OVERVIEW

As a weapon artist, you’ll be part of a team creating high quality 3D weapon assets. These will be used by characters and ana amazing addition to the overall game experience. You’ll be able to closely work together with other artists and designers to make amazing looking and functional weapons and participate in the creative process from early concept to final product.

For this you will work from concepts or references that are often times provided by concept artists.

COMMON RESPONSIBILITIES

Create realistic 3D weapons that fit the overall style of the project working from concepts/references and expanding them creatively.

Being able to create functional weapons and help integrate them into the game engine.

Collaborate with VFX, Tech, Concept and Art Direction departments in the creation of these weapons.

You are comfortable with current workflows for the creation of weapons assets.

Ensure performance and technical quality of assets created

DAILY ROUTINE

On a day by day basis you will be taking concepts provided by concept artists and turning them into amazing hard surface assets by modelling them in the studio’s modelling program of choice. When doing so you will need to keep in mind the technical restrictions of the game. You might also be responsible for the creation of textures and materials. And you will also spent your time implementing these assets into the game and testing them thoroughly.

WHO YOU COLLABORATE WITH

Your close collaborations will be with other hard surface artists and concept artists or designers making the designs for the assets you will be creating. These iterations are often times a back and forth between both parties to make the end product better.

Getting feedback in regular meetings from your peers and art directors is going to be a very common thing.

You are also responsible for setting up the weapon for other departments to use correctly. Making sure that it’s ready to be animated or rigged by animators or that once the weapon is ready a VFX artist can come in and do a pass on it.

All the while you will be making sure that these assets work withing the technical limitations of the game while retaining their visual quality.

INSIGHTS FROM THE ARTISTS

PLACEHOLDER

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