This is a gun I'm modelling for an FPS Unity game I'm working on. The premise is that you are playing in a smash T.V / unreal tournament style game show. The style of the game is loud and in your face, hence the OTT style of the gun.
(EDIT) LATEST : FINISHED
here' my concept sketch. It's worth noting that the corporate sponsorship logos are place holder and the final gun will have made up logos on it.
Replies
here's the high res sculpt...
edit:
btw, how did you manage the dirty look? Just AO or did you do something fancy with your shader?
What programs did you use for modeling?
Looks like tinted ao.
if anyone even contemplates complaining about the clip/barrel/revolver compatibility I will poke them in the eye. fair warning
odium: I already have 2 of the little buggers. I aint ready for more! :poly121:
MeintevdS & SimonT: EarthQuake is right. It's just tinted AO. Specifically, Its the mental ray Ambient/Reflective Occlusion material in Max. I changed the default white and black to blueish white and rusty brown. I also put a fresnal falloff material in the self illumination slot to fake a rim light but you can hardly see it.
Drakon: max for the subD mesh and Mudbox to sculpt
EarthQuake: Correct!
rooster: hehe. It's definately a frankenstein's monster of a weapon. I'm contemplating infinite ammo for the final game so not even the magazine makes any sense
Oniram: yep Gears is an influence for sure!
Looks awesome anyhow, very eager to see it finished!
The one critique I have is that the hemisphere behind the revolver cylinder does not feel like it flows into the block it intersects with as smoothly as it does in the concept, it feels more like two separate shapes.
Overall though I dig this a lot, feels kind of like the Fury MAX covers:
http://imgur.com/a/EoWBl
POKE! POKE YOU IN THE EYE
What I didn't see that :<
Besides, can't we make cool looking guns that are vaguely possible? It stops people thinking "wait what the heck?" I can conceive infinite ammo, but when it comes to barrel not lining up IT MAKES NO SENSE! :P
Andreas: It's a slow process as I'm the only person involved I've set up the basic frame work and the fps camera and controls are in a basic state. I've also finished a placeholder Modular environment. This gun is a welcome distraction from the technical stuff!
waffledoodle: sure. I'll post it soon.
Jeremy-S: Hello kitty!? Actually thats not a bad idea. I'll give it some thought on how to make my own kittyesque character (so i don't get sued) Just for you!
gauss: yeah, that was the idea. How do i make an highly detailed gun without sacrificing clarity. I want it to be as iconic as possible and with a strong silhouette etc
Gorman: As gauss said, the gun is slightly farcical. However, I originally planned the revolver mechanism to be used for rockets. The gun is kinda broken and held together by the belt so no rockets as yet. You will be able to upgrade the gun so stay posted
Ghostscape: thanks! wow i'd not seen Fury MAX. Thats exactly what i'm going for. I'll check them out cheers!
here is the game mesh. Its quite a dense mesh as it has quite a complex silhouette. 7000 tris
Thanks for the wires.
Can't wait to see some texturing.
Would love to see you settings
AlecMoody: Your right. There are some further optimizations I could have made. I aimed to have the tricount at 7k before hand and was satisfied with the level of detail when I reached that point. I could have gone further I agree but I've made the decision and there aint no turning back
Ok, here's the game mesh with normal map and AOmap (which will become the diffuse map)
and with wire overlay...
SimonT: your right there are a few errors and i need to rebake some of it. These blemishes will be corrected when I polish it at the end.
Here's my first pass diffuse map (basic colors and a few scratches). I'm using the laurens corijn realtime direct X shader. There is no proper spec map or cube map yet.
heres a side on screen grab...
heres a small portion of the diffuse texture.