WEAPON ART DIRECTION Rob Clarke rclarkeea com Core
WEAPON ART DIRECTION Rob Clarke rclarke@ea. com
Core / Stock / Barrel Attachments / rail attachments / magazines Overview § Weapons/Anatomy
Core Weapon and Alternate Attachments Overview § Weapons/Anatomy
Attention to Detail / Amplified Contrast / Material Differentiation Stylization § Hyper Realism
Attention to Detail / Amplified Contrast / Material Differentiation Stylization § Hyper Realism
Attention to Detail / Amplified Contrast / Material Differentiation Stylization § Hyper Realism
Army of Two Geometry 7944 tris Battlefield 3 6257 tris Medal of Honor 8410 tris
Army of Two Geometry § Battlefield 3 Detail Where it Matters Medal of Honor
Detail § Beveling & Roundness
Non-Uniform (bad) Texel Density Textures § Texel Density
Uniform (good) Texel Density Textures § Texel Density
Uniform (good) Texel Density Textures § Weapon Skins
Good Wear Textures § Wear and Tear Bad Wear
Wear in areas of contact Textures § Wear and Tear
Wear on leading edges Textures § Wear and Tear
Wear: light surface detail Textures § Wear and Tear
Metal Textures § Materials Plastic Wood
Army of Two Rifle Textures § Contrast
Real-World Rifle Textures § Contrast
Side by Side Comparison Textures § Contrast
Quantity of Pixels Tonal Range Textures § How to read a Histogram
Seams Faceted Polys Quality Control Tiling Bad Texels Mirroring UV Stretching
§ Text and Logos (Brand names, symbols, trade marks) § Trade Dress Modify distinctive features as per Art Direction § File Naming Follow exact names provided by EA (here) Email References Do not Refer to real weapons in emails Legality
General Overview of Weapons and Upgrades Budgets Customization Materials Rigging Sniper Scope Setup Material and Shader Guide References
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