WaPfG

Weapons and Props for Games

A 6-week course on the fundamentals for creating a fully-realized weapon and prop for games

Course overview Course overview

Course Overview

Create portfolio ready weapons and props

This course covers the fundamentals of creating weapons and props for games. In this course you will go through the entire creation process: from reference and initial concept to final model. You will learn to deliver creative and appealing models that are optimized for real-time game engines. The course will go over geometry, design, texturing, and rendering--all to create fully-realized weapons and props for your portfolio.

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Course Format:   Standard
Lecture Type:   Pre-Recorded
Feedback:   Individual Recordings
Duration:   6 Weeks
Assignment:   Deadlines each week
Q&A:   Once a week
Materials:   Autodesk Maya, Zbrush 4R7 or later, Substance Painter 2017, Marmoset Toolbag 3, PureRef
Skills level:   Intermediate
Prerequisites:   Basic knowledge of Maya, ZBrush, Substance; Intro to Production Modeling course

Environment design WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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-General overview of the course and expectations -Methods for gathering reference -Getting familiar with weapon terminology (how this assists in weapon art production)
-Introduction to block-out models and their importance (why we don't rush straight into high-poly) -Setting up your Maya scene to begin production on block-out model -Establishing scale and proportions -Considering the animation and gameplay impacts on your model and accounting for them in block-out Big picture, thinking silhouette and first-person perspective Organiziing your completed block-out scene
-Learning how to use Zbrush Dynamesh for fast high poly modeling -Discussing the level of expected detail in a high poly model -Modeling your high poly mesh to maximize leverage of normal maps (edge width and tapered detail)
-Identifying details necessary for low poly and what can be baked from high poly -Understanding low poly silhouette and where geometry detail is necessary to avoid facetted edges -Modeling efficiently for unwrapping and baking
-Learning the principles of unwrapping for game weapons -Efficient unwrapping and overlapping on weapon assets -Packing UVs to maximize texel density -Understanding first-person camera perspective and how to unwrap accordingly -Baking normal maps inside of Marmoset Toolbag
-Establishing base materials and surface material breakup -Using reference to identify material and texture detail for interesting wear and surface treatments -Identifying and capturing subtlety from reference images in the weapon texture -Covering the basic approach to realistic weapon texturing -How to make surfaces feel more organic and less procedural and "gamey"
Instructor

Unleashing your creativity

Lectures by Ethan Hiley

Sean is a hard surface artist and has spent the majority of his career focusing on creating weapons and vehicles for games. Some of the projects Sean has worked on include Spec Ops: The Line, Borderlands 2, Fuse, Call of Duty: Advanced Warfare, and Call of Duty WW2. Sean currently works at Riot games, and since joining the team in 2015 he has been able to focus on expanding his craft, as well as learning aspects of rigging, game design, vfx and animation, ultimately enabling him to become a better core game developer.

May 14th - July 23rd

Summer TERM Registration

Only

$599

Classes Begin

July 21st!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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