Hi polycount,
I've been working on a Custom .38 Special Revolver over the past 2 weeks. The aim is for it to be of similar quality to most weapons seen in modern fps games (see PBR/IBL/realistic). As for specs, I'm aiming for something similar to FC4: 12k to 15k poly count and 1024 to 2048 texture res as maximums.
High poly shots
Replies
Also I took a look at your website a little bit. That Evilsbane sword you have is a straight up Master Sword variant from the Legend of Zelda franchise. Even the text you have in the corner and on the blade is in Hylian, a language also from the Zelda games. I'm not sure if you're aware of that or not, but it would be a good idea to give Nintendo some credit for the original design as well.
As for Evilsbane, I am fully aware of the fact that it resembles the master sword. The reference sword was made by an Australian smith. I don't know how it came to be, but I'd guess someone asked him to make a master sword. He obviously cannot copy the design verbatim, so he changed the design to differentiate it. I've made a couple of his swords in 3D and I thought Evilsbane was a really awesome sword design.
Anyway, here's the thread for it.
Now on with the thread.
high poly wires
as for your .38. i feel like it might just be a smidge too thin. its your last screenshot (the one with the wires) tha tdefinitely make it feel that way, but it might just be the FOV.
as for the model/execution itself, you're missing the slot in the barrel for the ejector rod, and your cylinder release seems a bit too small. as for the grip, thats a very interesting and unique design.. do you have a ref for it? never seen something like that before.
Thanks. Yes, arguably, modeling the complex shapes of a gun is more difficult than the usual building. However, it all comes down to complexity and that varies depending on the object/thing. A building could very well be harder to model than a gun.
@Oniram
Yeah, I'm not worried about it. I talked to Shiggy, Reg, and Iwata and they're cool with it.
Here's a orthographic shot from above
My reference for the main grip
And a 38 with a similar handle accessory to mine
I'll model in what's missing before I move on with the low poly (ejector rod slot and whatnot).
Here it is in UE4
and Sketchfab PBR
[SKETCHFAB]3246c31648204534a2c6d671fe38452e[/SKETCHFAB]
Nice UE4 Renders.
Can you tell me what Map that is in which your Weapon is rendered?
Thanks, glad you like it.
@Gazu I used a free asset showcase blueprint. You can find it here. I believe I used the greenhouse environment which is included with the blueprint. FYI, you may need to rename the folder to "Showcase" from "ShowcaseBP_0_2" if you decide to install it. I ran into a few problems setting it up for the first time and that seemed to fix things.
Anyway, I like your revolver!
No problem.
@C86G
Thanks. Can't say I know what type of wood it is, exactly. I pulled a wood texture from my hard drive and slapped it on. You can find the exact wood texture I used here.
EDIT: I baked a mask and made use of it so it looks like multiple pieces laminated together. I explain how in my next post.
Great piece otherwise!
@a3D
You may be right. I've struggled with glossiness/roughness a bit. For me perceived smoothness can change depending on the environment, so it can be tough to get it right.
@Doxturtle
Well, to get to the final handle texture, I had done some pre-planning. I used a technique that I have seen some others use. Can't remember where I learned how to do this initially, but just know this idea is not my own.
So, I baked a black and white mask for the handle so I could simulate layered wood or carbon fiber. I first created a texture which consisted of black and white vertical stripes. I then applied this texture to a copy of my low poly handle in 3ds max. Next, I applied an "Unwrap UVW" modifier and used the planar map projection feature to flat map everything from a single perspective, aligned so the stripes match the desired position of the layers. I then scaled the UVs so that the texture matched the layer density I wanted. At this point I used the original low poly handle (with proper, unmodified UVs) and baked a diffuse map using render to texture and projection mapping. I used the resulting texture as a mask. In photoshop I took two copies of the wood texture, masked one using my baked mask and left the other unchanged. The masked copy should be above the unmasked copy. I shifted position of the bottom copy and played with the hue of both.
@Chase
The flats
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I recently finished a retexture of this thing.
Here it is in Marmoset
and Sketchfab
model