Creating Weapons for AAA Games: Model Optimization and Texturing
summary
How to build first-person shooter weapon art for AAA games, covering mesh optimization techniques and common pitfalls for weapon models, plus the core principles of creating PBR materials and realistic weapon textures.
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chapters (18)
- 0:00Introduction
- 1:49Low-poly modeling
- 3:59Geometry and silhouette
- 5:26Shading and normal maps
- 7:12Pixel density
- 10:41Texture reuse
- 13:12Clean UV unwrapping
- 14:35Mip-mapping and padding
- 15:59Triangulation before baking
- 18:09Normal map gradients
- 19:37Texturing basics
- 21:43Procedural texturing
- 23:32Color variations
- 25:01Unique markings
- 26:25Texture history
- 28:56Using references
- 31:44Analyzing references
- 32:05Summary
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