Hi,
this project started as a personal "speed model challenge" but now I'm eager to finish it.
I used one of the concept sketches from the Starcraft 2 WoL Artbook as basis:
I started by doing a blockout and then I build the ingame model from it. At the moment I'm at ~ 10k verts.
The render was done in 3DO. You can download the .obj file here:
http://a360.co/1QfM1xp
For the texture I plan to use substance painter and go with a "terran standard" color sheme (black, silver/white, blue)
I want to ask the polycount community for unfiltered feedback, tips and other help as this is my first rifle and I want to get it into shape to add it to my portfolio.
Thanks in advance!
Edit: I also thinking about adding some scope to the top as the rear top part looks a little bit empty.
Replies
I think adding the scope would be a great idea! Otherwise, the entire model looks great so far. I think you're getting in the ballpark of the style.
One part that jumps out at me right now is "where is the trigger?" Something to keep in mind.
Yeah I already thought about the trigger.
Did some rough versions of it, but non of them looks good. Also the grip is to much to the front on the concept, to add a normal trigger.
At the moment I'm thinking of leaving without a trigger and explain it with a "smartlink" which allows the soldier to fire the weapon with his thoughts.
IMHO don't be afraid to adding more edges for circular shapes.
I'm not totally happy with the wireframe but the round holes looks much better, thanks IlyaIvanovArt
Edit:
Updated version including the first block out for the scope:
Finished the high poly model in Max and working on the UV at the moment.
As soon as the UV is ready I will bring the High Poly to zbrush to add some damage.
Then I will do the first bake (Normal, AO & Color ID), after which I ill add some small details (like imprinted writings, Bolt Details etc.) with ndo.
As soon as this is finished (hopefully this weekend) I will go to substance painter to do the texture.
Let's see what I get done during the weekend.
UV Mapping today and did the first bakes (AO & Normal without surface details).
I exploded the model for the first bake to make it easier to find errors.
This is the InGame Model with AO and normal so far:
Tomorrow I will fix the two error in the middel part and begin with the surface and normal details
Textured in Photoshop and Substance Designer (4096 PBR), Rendered in 3Do
VertCount: 11.131
Clip is still missing. This will be done this week.
Yep. Better textures + better lighting will make this much much better.
There have been a ton of posts on artstation recently of guns with the marmoset viewer. Study how some of the better artists author their maps!
I don't like the metal parts myself, especially the darker metal.
And yes, my lighting setup in UE sucks... I put the texture to 3Do and it looks muuuuch better:
But I will definitly take another go on the dark metal parts.
Anyone has some good tutorials/tips for creating believable "gun metal" with substance painter/designer?
Not yet happy with the blue plastic and also the metal parts need more definition/details.