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[Tutorial] Machine Pistol

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Oniram polycounter lvl 16
TUTORIAL ON HOLD

Well, im back with another gun from Deus Ex, but this time im doing things a bit differently. Throughout my process ill be recording my work, and posting it up here for feedback, so anything brought up here for critique will be addressed in the video, thus making it better for everyone else. :D

Ive already started with the first two videos, and the next section will probably be put into a few videos, since the vimeo upload limit is 500mb per week.

so here are the videos:


Part 1: Planning and Reference

[vv]34267087[/vv]

Part 2: Blockout

[vv]34931218[/vv]

Part 3: High Poly

Part 4: Low Poly

Part 5: UV/Baking

Part 6: Texturing


And i wll start my progress here.

This is the concept:

MP_Concept.jpg


end of blockout.

MP_Blockout.jpg

Hope you all enjoy, and i hope to hear some great feedback. :D

Replies

  • Schrodinger's Backface
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    Schrodinger's Backface polycounter lvl 6
    Hey, I happen to be working on a gun right now, myself. I noticed you don't necessarily attach all pieces to each other.. as in model them into the same mesh. I realize that isn't necessary in the high-poly, but is it standard in the low? I'm sorry if you mentioned it in the videos and I missed it.

    To Clarify, this isn't a critique, it's a question because I'm new :)
  • Tokusei
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    Tokusei polycounter lvl 10
    Sweet fella, I've seen some of your previous weapon modelling on NGHS and it's pretty damn good, this project should be really useful for people :]
  • Computron
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    Computron polycounter lvl 7
    Hey, I happen to be working on a gun right now, myself. I noticed you don't necessarily attach all pieces to each other.. as in model them into the same mesh. I realize that isn't necessary in the high-poly, but is it standard in the low? I'm sorry if you mentioned it in the videos and I missed it.

    To Clarify, this isn't a critique, it's a question because I'm new :)

    Polygon groups dont matter, in the end it all comes down to the on card vertex count. if you feel like splitting your mesh to simplify the UVs or for animation or any number of reasons, you can. Just keep track of the on card vertex count.
  • Hayden Zammit
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    Hayden Zammit polycounter lvl 12
    You're one of the gods of Weapon modeling in my book. Will be keeping an eye on this.
  • Muttt
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    Muttt polycounter lvl 11
    Thank you for this, it's helpful to newbies :D
  • Artist_in_a_box
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    Artist_in_a_box polycounter lvl 7
    I miss modelling guns :( This looks great, will be watching it :)
  • tristamus
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    tristamus polycounter lvl 9
    Great tuts, we're watching :]
  • SsSandu_C
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    SsSandu_C polycounter lvl 13
    You have my attention... do go on. :) That is one nice gun concept. I am loving the shapes. I need to find a highrez version of it if. Looking forward to the rest of the process videos.
  • MeintevdS
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    MeintevdS keyframe
    Subscribed! I'm working on a pistol at the moment, I'm looking forward to seeing more of your videos so I can steal some pro tricks from you ;)

    Thanks for putting time and effort into this!
  • ZacD
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    ZacD ngon master
    Hey, I happen to be working on a gun right now, myself. I noticed you don't necessarily attach all pieces to each other.. as in model them into the same mesh. I realize that isn't necessary in the high-poly, but is it standard in the low? I'm sorry if you mentioned it in the videos and I missed it.

    To Clarify, this isn't a critique, it's a question because I'm new :)

    He's just modeling the blockout, just a rough representation that has the right overall shape and proportions that he can use as a reference when doing the actual high and low poly models.
  • Alphavader
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    Alphavader polycounter lvl 11
    Nice, thanks man !
  • wirrexx
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    wirrexx ngon master
    This is fantastic!!
  • airage
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    airage polycounter lvl 13
    Blockout looks good so far! Thanks a lot for doing the videos :)
  • Pedro Amorim
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    Sweet stuff dude, thanks for sharing!
  • Jungsik
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    Jungsik polycounter lvl 6
    will check out your new stuff later! :D
  • Alberto Rdrgz
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    Alberto Rdrgz polycounter lvl 9
  • Yogensya
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    Yogensya polycounter lvl 9
    I'm really looking forward to this tutorial, thanks a lot for taking the time. :)
  • Schrodinger's Backface
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    Schrodinger's Backface polycounter lvl 6
    Computron wrote: »
    Polygon groups dont matter, in the end it all comes down to the on card vertex count. if you feel like splitting your mesh to simplify the UVs or for animation or any number of reasons, you can. Just keep track of the on card vertex count.

    Ah okay, thank you. I realize my question is really basic and noobish, I've just been confused on the subject for some time. I read one thing, a peer tells me another and so forth. So there is nothing wrong with me splitting my gun up like he did in his block out? (separate elements, I mean) All that matters is that I keep track of my vertex count, etc?

    Thanks again, and I don't mean to derail this at all, obviously I'm excited for the tutorial as I obviously need it. XD
  • Computron
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    Computron polycounter lvl 7
    Ah okay, thank you. I realize my question is really basic and noobish, I've just been confused on the subject for some time. I read one thing, a peer tells me another and so forth. So there is nothing wrong with me splitting my gun up like he did in his block out? (separate elements, I mean) All that matters is that I keep track of my vertex count, etc?

    Pretty much :)
    Thanks again, and I don't mean to derail this at all, obviously I'm excited for the tutorial as I obviously need it. XD

    Don't worry much about asking questions, that's what the forums are for. There is hardly ever a dumb question when it comes to 3d art.

    Just remember, 3D work varies a lot and not very standardized, a lot will vary and depend on your engine and your pipeline, so you may hear some places do things very differently from others because of a number of factors. If you are just trying to put together a portfolio, you have a lot less limitations.
  • KartoonHead
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    KartoonHead polycounter lvl 4
    Looking forward to the rest of this. I'm trying to do as many Max tuts as I can fit into my spare time at the moment. As a Maya user I'm finding Max to be really convoluted and counter-intuitive, it's exactly how I felt when I first picked up Maya XD

    Also, why the heck is there no shelf? That's where all my buttons go!
  • greenglow2004
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    Awesome work dude, great job and thanks for the tutorials !
  • Computron
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    Computron polycounter lvl 7
    Looking forward to the rest of this. I'm trying to do as many Max tuts as I can fit into my spare time at the moment. As a Maya user I'm finding Max to be really convoluted and counter-intuitive, it's exactly how I felt when I first picked up Maya XD

    Also, why the heck is there no shelf? That's where all my buttons go!

    Maya has broken your fragile little mind.

    :):):):)
  • Schrodinger's Backface
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    Schrodinger's Backface polycounter lvl 6
    Computron wrote: »
    Pretty much :)



    Don't worry much about asking questions, that's what the forums are for. There is hardly ever a dumb question when it comes to 3d art.

    Just remember, 3D work varies a lot and not very standardized, a lot will vary and depend on your engine and your pipeline, so you may hear some places do things very differently from others because of a number of factors. If you are just trying to put together a portfolio, you have a lot less limitations.

    Awesome, I guess I should just start posting stuff then.

    Thanks again, this community is friendlier than I imagined it, it's a nice surprise :)
  • passerby
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    passerby polycounter lvl 12
    yes blockouts, i always seem to mess those up and starting adding my support loops, before done. hehe

    than usually down the road i realize i didn't save a copy with out support loops for the LP.
  • wirrexx
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    wirrexx ngon master
    Im waiting for my update :( . loool!
  • Infocus
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    Will there be a new update soon? :)
  • leon huo
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    This is what i want,Thanks,can't wait to see the update.
  • Oniram
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    Oniram polycounter lvl 16
    :( i feel terrible.

    ive had to put this on hold for a bit due to some important work that has come up. no guarantee that i'll get back to it. i think i was really overthinking when i started this because i did not know how much time and effort really was needed to put into a tutorial. i did think of going the route of just recording my progress without voiceover but then again as part of a tutorial, i would want to explain what im doing.

    i may or may not actually even do that gun anymore, but that doesnt mean i wont be posting up other little tips and tricks from time to time. im working on getting the tutorials section of my website up right now and once that is added, ill be posting up smaller tutorials, instead of one gigantic one (not counting the tileable textures tutorial)
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