ELI5 : Making a new item

ELI5 : Making a new item

in Guild Wars 2 Discussion

Posted by: Kasima.8143

Kasima.8143

Please, explain to us like we’re 5 all the steps that go into creating a new weapon and a new piece of armor and how long it takes on average!

Thanks!

ELI5 : Making a new item

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Posted by: Invictus.1503

Invictus.1503

It would be a major undertaking. One I’m sure they’ve been working on, but may be a while to see it. I’m by no means an expert, but a few things off the top of my head are:
-Determine cost/benefit analysis which is likely done by a team of people
-Devote company resources to a new project
-Determine project management and prioty
-Create the artistic model (assuming you are wanting a style weapon that already exists. If you want a new weapon like “whip” you have to create lots and lots of models)
-Get sign-off on the design (likely it will be redone multiple times)
-Digitize the art of the item
-Get sign-off on the design (likely it will be redone multiple times)
-Work the physical dimentions of the digital item
-Test in simulated environment with proxy models
-Test in more realistic proxy environment
-Test with multiple charactor models and existing armor types
-Test on test servers
-Live testing

I’ll stop there. However that is just to get the model. Other things that need done are to determine rarity, where it fits in game, in-game aquisition method, and a plethora of things I’m sure I haven’t thought of here.

It’s better to keep your mouth shut and appear stupid than to open it and remove all doubt.

ELI5 : Making a new item

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Posted by: locoman.1974

locoman.1974

I don’t have experience in game development, but I do in 3D modelling and animating, here goes my guess (I’m skipping any step that doesn’t deal directly with creating the models):

1.- Create concept art. This is usually done by one concept artist, they’re passed back and forth with the art department until the look is approved.

2.- Concept art is passed to the 3D modeler, who creates the actual 3D model. The textures might be made by the same artist, but it can also be created by a dedicated texturer, who also would create things like bump maps, reflection maps and so on. This step might involve going back and forth with step 1, because sometimes things that look good on paper (or on the screen) don’t look as good when you make the change to 3D, specially when you consider the engine limitations (amount of polygons allowed for each model, resolution of the textures and so on). Also several iterations (minor or major) of each model might be created until the art department approves it. If it’s an armor set, it’s most likely done on a human model, and both male and female versions are made (so twice the amount of time needed). Note that I believe this is where the dye channels are defined by using texture maps.

3.- Adjusting to different races. Once the model is approved (most likely done on a human model), then if it’s armor it’s adjusted for the other races, so that means adjusting the model for basic sylvari male/female, norn male/female, asura male, charr male/female… charr body type is different enough on male and female that I’d say some manual adjustment might be needed on most pieces of armor. That can be as easy as just scaling and resizing a little bit, to completely remodel the piece. Gloves and shoulders are probably the easiest, helm the second easiest (though it would require heavy remodeling to fit on Charr) with chest and leg armor probably hardest ones, which is why I believe when we see single armor pieces they’re usually shoulder – gloves – head.

4.- Rigging. This can be done by the same modeler, but usually it’s someone else that does it. This involve making the models work and deform with the character’s skeletons, which can be very easy when it comes to weapons, and medium to very hard when it comes to armor pieces, because weapons basically just move and swing, while armor needs to deform based on the movements, and ideally you need to take care of the the binding to make it deform properly (so you don’t have a metal plate, for example, bending and stretching like rubber). Usually this is done as the last step before importing because depends heavily on having a finished model, but might also mean that the model might be sent back to previous steps to fix things that might break the rigging.

5.- Importing it into the game. If I had to guess, this is where things like particle effects, glows and physics are added

6.- Testing, testing and more testing. If it’s a weapon model, test it for it to look good with all different character types and animations, if it’s armor, also test to see if it looks good on different extremes of body types, that the rigging doesn’t break while on them, and so on. Note that this might make it go back to any of the previous steps to fix something or even do it again.

7.- Once everything is ready, ensure that the armor has the expected clipping issues with Asura’s ears and Charr tails, add them if they’re absent.. (j/k)

Depending on how many people have working on it, I’m guesstimating few weeks of work for a full armor set. Note that that doesn’t mean it’s all they’re working on, a 3D modeler, for example, is probably be working on something else after sending a model for rigging, and several modelers might be working on several things at the same time.

It’s a pile of Elonian protection magic, mixed with a little monk training,
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.

(edited by locoman.1974)

ELI5 : Making a new item

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Posted by: Kasima.8143

Kasima.8143

Thanks for those great answers!

ELI5 : Making a new item

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Posted by: Eileane.3845

Eileane.3845

if you take the new jungle suit for example they didn’t do a perfect job on it though.. the spy glass is to small.. even for an asura to use…. on the human the right sidebag on the hip is to large and on norn far to large…. seen that on a few armor and costume models now.

Looks great on a charr… almost as if that was the first dude they modeled it on.

Boxie Togg (main)… probably Tyrias only Asuran Mesmer that ultimately fails at jumping puzzles
Stinky McLane… the only Necro known to have a toothpaste fetish
Lefty (give me a second) Fiddlesticks… one Engineer, two clumbsy hands…