Hi guys, this is my first thread here in polycount. So don't be too mean to me. :poly124:
I have in plan in the next 80-100 days to model 120 realistic high poly weapons, I reckon each weapon can be model withing 3-4 hours depending on how much detail it has. I have some skill, I'm not the best modeler but I think I can reach that goal before the set date. But here's where it gets tricky, I don't have many HD references, and I've been googling and searching for them, but it's so hard to get my hands on them. For example, AK-12 assault rifle which is fairly new weapon doesn't even have that many up-close HD photos on the internet, I've even searched in russian sites. So could anyone tell me where I can look for diagrams, pictures and even videos for weapons in general? How do you guys get your weapons so precisely done and how much does it take you to model them and does everyone bother with the details or do some modelers just bluntly model them? How do professionals get their hands on preferences for their models, is there a special site for that? I'm very interested to see what you have to write.
Here's a list of all the weapons I have in mind to model with extreme detail:
Assault rifles
ACE-52
AEK-971
AK-5
AK-12
AK-74M
AN-94
AUG-A3
AS-VAL
CZ-805
FAMAS
FN FAL
FN-F2000
G3A3
G-36
L-85
M16A3
M16A4
M416
QBZ-95
SAR-21
SCAR-L
TAR -21
Carbines
A-91
ACE-21 CQB
ACE 52 CQB
ACW-R
AKS-74U
AKU-12
G-36 C
G-53
M-4
MX-4 STORM
SCAR-H
SG-553
SKS
Grenades and missile lanuncher
DEVICE DM
GM-94
HK-69
Panzerfaust 3
QLB-06 QLZ-87B
QLZ-87
RG-6
RGS-50
Handguns and revolvers
Taurus raging bull
Berreta 92FS
Berreta 93R
CZ-75
Desert Eagle
FN FNX45
FN-57
Glock-17 G4
M-9
M-1911
Mateba Model 6
MP-412 Rex
MP-443
MP-446
P-226
QSZ-92
Walter P99
Machine guns
IMI NEGEV
LSAT
M27 IAR
M-60
M-240B
M-249
M-G4
MG-36
Mk-48
Negev NG7
PKP
PKP Pecheneg
RPK-74M
Type 88LMG
U-100
Shotguns
870 MCS
AA-12
Bandaevsky RB-12
Bekas-Auto
Benelli M4 Super 90
DAO-12
Hawk-12
Hawksemi-automatic police shotgun
Mossberg 500
MTs-225
QBS-09
RMB-93
SAIGA-12K
Shorty_12G
SPAS-12
USAS-12
UTS-15
SMG's
CBJ-MS
CZ-3A1
Kriss Vector
M5K
MAC-10
MP7
P-90
PP-19
PP-90M1
PP-91
PP-93
PP-2000
QCW-05
SR-2 Veresk
TMP
UMP-9
UMP-45
Sniper rifles
ACE-53 SV
Cheytac Intervention
JNG-90
L-96
M12-12.7x108mm Black Spear
M39
M40A5
M82
M92 Black Arrow
M98B
m417
MK11 Mod0
Orsis T-5000
OSV-96
QBU-10 12.7 sniper rifle
QBU-88 (Type 88)
Remington XM2010 rifle
RFB
Scout Elite
SIG-50
[*]SV-98
SVD
SVDK
SVU-AS
Tikka T3 Tactical
VSS vintorez
VSSK Vychlop
Replies
Not to mention that making the low polies with UVs, bakes and textures is kind of mandatory to make them worth for your portfolio, if you're ever gonna work in the game industry.
Ill post all the pages with refs i know of.
http://forum.guns.ru/forum/36/466341.html
Honestly, if you're modeling using traditional Sub-D techniques, there is almost no chance at all of getting 120 guns done in 100 days. (Unless you're incredible, and even then, I'd doubt it)
I have no idea how good you are, but my suggestion is to start with one you like, and that you can find good reference for. That should, at a minimum, give you a gauge on how long each one would take, under most ideal circumstances.
Thanks man, that's the stuff I"m talking about. Sadly this wasn't done in 3-4 hours. It actually took me 8-10 hours. But this was done couple of months ago. Now that I've seen where I have made my mistakes I can model things, especialy hard surface stuff even faster. Because most of the basic weapon shapes you can get with boolean operations which Blender handles pretty well.
I guess I'm just confused as to why you want to do this.
Newer weapons that don't do the military-industrial convention circuit will always have less ref but in general it really is just googling. Usually you can find better results if you search for specific parts ("ak47 charging handle") or manufacturer. Always check auction sites if the gun is old enough to be on them because those guys take great pics.
For 8-10 hours those weapon models are very impressive results! If you intend to bake a low poly version though I'd recommend exaggerating the edges so that the highlights are preserved at smaller resolutions. I definitely have to give Blender's modeling tools a good look now!
From the weapon list it looks like the Battlefield 4 list with some extras. I've got refs on quite a bit of your list, but the problem is how to transfer all that data. Here's a list of reference image sites I use; http://wiki.polycount.com/wiki/Prop_Reference quality varies and for searching for a specific subject in particular Google image search is faster and good enough, the rarer stuff you have to search specialty sites like auction sites.
Love to see how this challenge goes, good luck!
Yeah you're right, I don't like floating geometry neither. I think that's cheating except if you don't have time to embed more details into your surface normally because of the strict deadline. Thanks for the links man, you're really helpful. And yes, these are BF4 weapons with many additional ones in it. @Amsterdam Hilton Hotel Thanks for the advice and words of encouragement, I also don't see what's so wrong with the deadline I have set for me? Sure, I might not finish them before time but at least I'll have some finished weapons, a lot of experience and good idea of what I'm capable off. @RedRogueXIII, LMG's are a pain in the ass and this IMI Negev took me couple of days to make, it really was hard to model it even with HD references.
Floating geometry is absolutely not cheating. It saves time and delivers equal results, for all situations it should practically be used in. It's working smart.
No use pushing yourself to solve a very complicated puzzle that doesn't need to be solved. Unless, of course, you want to solve it.
You're mental for attempting this. The models posted above look fine, (first one looked a bit fat though). Do you have to be 100% accurate with each?
Ref. Try Pinterest, airsoft sites, reddit/r/gunporn, search for Shot Show images and forum entries. You have to suck it up and spend the time internet searching. Eventually things like the underside of a LMG bullet reload lid will come up on an obscure forum.
Well not for all situations. I doubt it could be used in films where close ups are common. Floating geometry is almost exclusively used in map baking, but then again you could also achieve the same result with modern softwares for texturing like PSC in conjuction with dDo and nDo2.
I would also recommend creating a generic Kalashnikov kit as you'll be able to re-use it in tonnes of stuff on that list. You can probably do a similar thing with the AR platform. Another example is the VSS Vintorez and the AS val are literally the same gun but with a different stock (and typically a different mag, 10rnd for the former, 20rnd for the latter).
If it were me I'd also be working in real-world units and perhaps knocking out all the ammunition first so you can keep barrel diameters consistent. I'd probably work on all the ARs one after the other; all the AK's one after the other and so on. And from looking at the pic you posted; if you intend to bake a normal map from these later on your edges are far, far too sharp.
You've also listed the SCAR-H as a carbine and the SCAR-L as an assault rifle. Those are two others you can do at the same time due to their sharing of parts.
Eh; I think it's coming from the perspective of what's needed to get a viable portfolio for work. If you're not interested in that then sure; model 120 highpoly guns. Otherwise, pick some of your favorites and produce the best textured lowpoly you can.
Yes, I'm a aware that some of the carbines listed are actually just fictional and scaled down versions of assault rifles. And yes, many weapons of the same brand are similar to one another just like MP443 and MP446 and many ak weapons have similar parts like magazines, rear sights etc. Not to mention Berreta 92FS and 93R.
You'll get better with each one, but you will get no benefit by just rushing through things without a solid understanding of the fundamentals.
Edit: Also I haven't read (perhaps I missed it) as to whether or not you plan on texturing these, and if it is planned for film or games... portfolio or learning... etc. It might give is a better idea on how to critique/advise you on your progress.