For a while now I've really been wanting to make a cool as fuck assault rifle, something that would stand out and also shine brightly on my portfolio. However recently it seems firearms and rifles have become more popular and I felt like whatever I did would be lost in the crowd.
That's why I chose the concept from
Max Gon.
A few people have said I should adapt the concept slightly and add some extras like teeth for instance.
My approach will be making the high poly in 3ds Max and a bit of Zbrush. I'll also be implementing some new techniques to speed up the process.
I had the mouth open as I thought it didnt actually work to have it opening and closing. Once I investigated and stopped being dumb I got it sorted and can be seen in the next update.
At the moment I have more than half hardsurfaced so I may post that up later today.
Any crit or feedback would be greatly appreciated as always.
Replies
I decided to use more floaters this time round which has saved so much time.
Any crit would be greatly appreciated.
The bad thing is I have never played the game but I have been watching loads of playthroughs on youtube.
Keep it up :thumbup:
Also if you go on my blog you can see a previous WIP.
Comments and Crit always appreciated, thanks.
Here is the lowpoly with bake.
Its just over 4k poly's, I decided not to use the typical Wildstar limitations and place the poly's i felt were needed and tried not to waste much. I think maybe i did a bit with the chimney bits on top.
I have a texture almost done but I may sit on it for a bit.
Any feedback is appreciated.
thanks.
I ditched the normal map and opted for a 100% hand painted approach.
I am now going to sort out the background for the final render as well as adjust and change some bit for the texture.
Any help would be greatly appreciated.
Also, it's looking very dry and flat right now. I can't tell if you've got a roughness or specular map going, but if you do it's not pulling its weight. The gun is a mix of glossy paint and reflective metal and both are coming across as rough and papery.
If you look at the Wildstar models there seems to be some custom shader action going on. Even non-metallic surfaces have (physically inaccurate) color-tinted highlights to them. I've tried emulating the setup in Unreal and Toolbag but the Max viewport renderer actually got me closest to what I saw in the beauty shots. May be worth checking out.
Hope this helps!
The polycount has been niggeling at me like an itch so im going through and changing things, as of now at the moment its like 3400 odd and the shape is still there. I will continue going through the model, re unwrap the bits i need too and then either salvage the texture or start from scratch.
I think maybe the problem is im following too much of the texture style of the original fishing cannon which does look different to the rest of the wildstar textured weapons.
thanks again
Thanks for all the feedback, hopefully with the next project I'll update a bit more frequently.
I have one criticism though : One the original concept there are two parts that stand more than the others : the metallic blue ones.
For your model you have used a lot more of saturated colors (other parts blue, yellow for the handle etc) , and I think it just blend the model and kill the point of interest that the concept have (blue shark head), I don't really know where too look!
I'll just make the blue a little more ''deep'', if it make sence, and desaturate a little the others parts
CougarJo-Thanks! Oh damn you're right, it started off dark blue and then after all the paint I added it just turned out wrong without me noticing. I guess this is what happens when you don't rest your eyes.
I'll consider the tweaks, maybe, I'm just eager to start something new.
Do you think you could upload it to sketchfab? I'd really like to get to turn it around and view it from a lot of angles.
I'll look into sketchfab this could be a cool idea.