The craft of making games is an iterative one. You rarely get something right on the first (or even tenth!) go, and often there’s a fair amount of discussion that goes into a finalized asset that winds up in a released game. Here’s an example of how such a conversation goes. [previewyoutube=TxKWqbi_CuY;full][/previewyoutube] [url=https://www.johnderiggi.com/]John DeRiggi[/url], our Lead Character Artist who modeled the gun in this video, shares a bit of his process: What reference material were you working off of? [list] [*] I was primarily working from [url=http://artbydannymoll.com/]Danny Moll[/url]’s awesome concepts. Danny based his concepts on [url=https://twitter.com/heartmachinez]Alx Preston[/url]’s initial concept sketches. I used a few references of actual guns for thinking through the forms from other angles.[/list] [img]https://clan.cloudflare.steamstatic.com/images//42194569/b3ab17e3fa6f4ed92be4e3a9db11ccce790db053.png[/img] [img]https://clan.cloudflare.steamstatic.com/images//42194569/34a2d8f86ed1dfc428672598f13bfe7229654e0f.png[/img] What was your thought process? [list] [*] First, I closely matched the concept from the side view of the weapon first. [*] Then, I created appropriate depth and bevels to each part as needed for a believable representation of this concept in 3D, matching the style choices created by the concept artist. [/list] Tell us more about the iterations and considerations here. [list] [*] These guns are currently in a blockout state (rough) to primarily create the intended silhouette and large forms. Doing this blockout first for any assets allows us to iterate faster and earlier in case art direction needs to change after seeing the initial forms in 3D. This avoids loads of lost time if an asset needs to be scrapped. It also allows us to make the big decisions first, and therefore save time reworking a completed production asset with refined forms, details, textures, materials, etc.[/list] [i]Let us know what you think of this weapon and our dev process![/i]