Decided to make a Tf2 revolver to polish my hard surface skills a bit.
I haven't done a lot of real hard surface modelling though so this might be really bad.
Also I just noticed I took these screenshots in orthographic view, please forgive me!
Here's my main reference:
Still need to add a few things and I need to change or redo the handle, because it's got some bad pinching on the sides.
For the cylinder I used racer445's method
Though I don't really know how to properly do the inside, so I just made it floating. Is this a viable technique or should it be attached? I know it has to be attached for the low poly, but to me it looks fine like this for the high.
I've also got some problem areas similar to this
I guess I should just straighten out the inside?
close up of this mess
There's no real pinching and making the low poly will be easier if I keep the loops, so should I bother cleaning it up?
Just finished baking. Low poly is around 1300 polys. Went pretty well Though I still need to fix a few things, like the trigger guard and the bullets in the cylinder.
Hmm I guess I shouldn't use a normal map then
It didn't really work well in the source engine anyway.
Maybe I'll make some geometry for the screws, I've still got enough space in my UV map
Still need to add a bit of "detail" to the textures. I wanted to add the engravings, but I'm not really sure how to approach that. And it would probably be too blurry in a 512x512 texture.
Unless the weapon is designed for lefties or is ambidextrous, the safety will be on the left side. (If you're wondering why, just consider the mechanics - when holding the pistol in your right hand, you engage/disengage the safety with your thumb.)
In your reference image, the pistol is lying on its right side, placing the safety on the left, as expected.
This looks pretty awesome to me but maybe you could add some wearing to the pistol grip? Like the varnish has been rubbed off from so much use.
Summat like this - You get the idea.
Decided to polish my hard surface skills a bit.
[...]
Though I don't really know how to properly do the inside, so I just made it floating.
Of course you can work with floating geometry and there are quite some situations where it is really not worth NOT doing floats. Anyway, since this project is to work on your hard surface skills, I´d try to get this thing properly modelled as one solid piece. If you model the revolver cylinder once correctly, you won´t have problems in the future with similar pieces.
It´s just my personal opinion, but I´d take the challenge and try new techniques if the project offers them
Of course you can work with floating geometry and there are quite some situations where it is really not worth NOT doing floats. Anyway, since this project is to work on your hard surface skills, I´d try to get this thing properly modelled as one solid piece. If you model the revolver cylinder once correctly, you won´t have problems in the future with similar pieces.
It´s just my personal opinion, but I´d take the challenge and try new techniques if the project offers them
Yup, in retrospect I should have modeled it in for the experience. However I'm almost done with the texture so I'll skip it this time.I'll start a new hard surface model after I finish texturing this and I'm sure there will be plenty of other challenges.
Replies
Just finished baking. Low poly is around 1300 polys. Went pretty well Though I still need to fix a few things, like the trigger guard and the bullets in the cylinder.
It didn't really work well in the source engine anyway.
Maybe I'll make some geometry for the screws, I've still got enough space in my UV map
Still need to add a bit of "detail" to the textures. I wanted to add the engravings, but I'm not really sure how to approach that. And it would probably be too blurry in a 512x512 texture.
magnum.zip (click to view in 3D)
Without normal map and spec
TF2 magnum -flat shaded (click to view in 3D)
Would really appreciate any feedback on this.:thumbup:
In your reference image, the pistol is lying on its right side, placing the safety on the left, as expected.
@dwalker
yeah I realize that now, but mirroring the gun should fix that.
high res
Different version with less noise in spec and normal map.
high res
The bolt on the handle looks awful but I can't get it to look right. metal and wood probably need some work too.
I'd really appreciate some feedback.
This looks pretty awesome to me but maybe you could add some wearing to the pistol grip? Like the varnish has been rubbed off from so much use.
Summat like this - You get the idea.
@Turista: I don't think it would quite work with this texture scheme but I might try an alternate texture.
fine dont then (: hurt my feelings why dont you. :poly127:
Awww, I'm sorry I honestly think the detail would be lost in the dark metal though!
I promise I'll try to do the light version
lol im jk, its cool. its looking good.
Of course you can work with floating geometry and there are quite some situations where it is really not worth NOT doing floats. Anyway, since this project is to work on your hard surface skills, I´d try to get this thing properly modelled as one solid piece. If you model the revolver cylinder once correctly, you won´t have problems in the future with similar pieces.
It´s just my personal opinion, but I´d take the challenge and try new techniques if the project offers them
Yup, in retrospect I should have modeled it in for the experience. However I'm almost done with the texture so I'll skip it this time.I'll start a new hard surface model after I finish texturing this and I'm sure there will be plenty of other challenges.