Home 3D Art Showcase & Critiques

WH40k bolter

Hey guys have been modeling a bolter from the warhammer 40 000 universe for a while now, and thought id post up some screenshots of the low poly for some crits/feedback.

bolter01.jpg
bolter02.jpg
bolter03.jpg
bolter04.jpg

Any and all feedback is appreciated thanks,
big

Replies

  • Moosebish
    Offline / Send Message
    Moosebish polycounter lvl 12
    There's not a ton here to work with. It looks pretty cool though.

    Do you have a specific reference you're working off of?

    Could you also post some shots of it with wireframes?

    Are you wanting this to be a portfolio piece or is it for funsies?
  • Hang10
    Would this be for an FPS or Third-person shooter? Could we see a wireframe?
    After looking it up you seem to have the proportions down but based on my first questions you could use a normal map to replace some elements and help on the tri count.
  • biggest_kid
    @Moose, no im not working off one specific reference, just a bunch of different ones. The reason for this is because in 40k lore each specific chapter has slight variations of the bolter, so no 2 are alike.

    @Hang10 this is actually for a mod for Skyrim, so i guess its for an FPS. It currently sits at around 4400 tris, and thats with none of the inside/unseen faces deleted yet.

    wire01.th.jpg
    wire02.th.jpg
    wire03.th.jpg

    Some wireframes. (Click to enlarge)

    Thanks for the help so far,
    big
  • biggest_kid
    UPDATE: Thinned out the front sight a little as it was looking a bit chunky. I know space marines have augmented sight/vision and advanced helmet tracking and targeting systems so that they dont even need the sights, so i assume they are only on their incase their helmet is damaged, so i thinned it out a little so that it makes more sense. Moved the top row of rivets down so they are not resting on the slanted face near the top of the bolter and noticed they werent level with each other so fixed that too.

    Also considering changing the button-like object above the trigger to a fire selector switch just so its not so dull and boring, what do you guys think?

    I am also after some advice on what to do with the slanted surface of the stock? At the moment it is just blank and boring, and in a first person game will probably be seen quite a lot, so im looking for a way to liven it up or give it that warhammer 40k feel. Have been thinking about this for a while and have just hit a mental wall haha.

    Anyway im thinking of moving onto the high poly now, what do you guys think? Its been a long time since ive tried a high poly model so im keen to give it a go again, but am wondering whether i should maybe finish the low poly first?
Sign In or Register to comment.