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Revolver

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update: 960x564.webp

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:
Y0pP520.jpg

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.

giIUsIB.png

8OvHl0L.png

For the cylinder I used racer445's method

bn5kGIm.png

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.

KiXScc5.png

I've also got some problem areas similar to this
I guess I should just straighten out the inside?


lyEETp9.png

G1lsSIc.png

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?

9EdjIMp.png

Replies

  • Joost
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    Still have a few things to add and tweak but the high poly is almost done.

    Ok9K735.png
  • Joost
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    9z23aKzl.jpg

    JEZozSil.jpg

    9jPtp3vl.jpg

    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.
  • ZacD
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    ZacD ngon master
    FYI, Tf2 doesn't use normal maps for most weapons.
  • Joost
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    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.


    magnum.zip (click to view in 3D)
    thumbnail_448.png?v=fe80b4cd3722c6d15bf739080c3df5e9

    Without normal map and spec

    TF2 magnum -flat shaded (click to view in 3D)
    thumbnail_448.png?v=55b9ddd70ad49ac7f62746c7390e4f0a

    Would really appreciate any feedback on this.:thumbup:
  • DWalker
    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.
  • Joost
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    Well I had given up on this, but I decided to give it a proper texture so I could show it in my portfolio.

    @dwalker
    yeah I realize that now, but mirroring the gun should fix that.

    960x564.webp
    high res

    Different version with less noise in spec and normal map.
    Zq8FrrAl.jpg
    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.
  • _DeadPixel_
    Hey J,

    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.

    pistoldb.jpg
  • DiegoTeran
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    DiegoTeran polycounter lvl 11
    i wanna see the detail like in the concept!! =]
  • Joost
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    @deadpixel: That's a great idea! Definitely going to try to add that.

    @Turista: I don't think it would quite work with this texture scheme but I might try an alternate texture.
  • DiegoTeran
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    DiegoTeran polycounter lvl 11
    komaokc wrote: »
    @deadpixel: That's a great idea! Definitely going to try to add that.

    @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:
  • Joost
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    Turista wrote: »
    fine dont then (: hurt my feelings why dont you. :poly127:

    Awww, I'm sorry :p I honestly think the detail would be lost in the dark metal though!
    I promise I'll try to do the light version :)
  • DiegoTeran
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    DiegoTeran polycounter lvl 11
    komaokc wrote: »
    Awww, I'm sorry :p 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. :)
  • C86G
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    C86G greentooth
    komaokc wrote: »
    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 :)
  • Joost
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    C86G wrote: »
    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. :)
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