Additional shots here:https://www.artstation.com/artwork/mOJz1
Have you ever been so hyped for a game that you started modding for it before it's even out?
Anyway here's the concept, by Caleb Cleveland
, for I believe the cancelled Project V13 that I'm basing my model off (full concept here
. I might do the gyrojet LMG later if this goes well
I started about 2 weeks ago and currently the hipoly, the lowpoly and the UVs are done. I've been posting in another forum and taking suggestions/modifying the gun - here's a scrapbooky choppy look at the high poly;
As you can see I've taken some liberties with the design. The magazine is gone since you don't need one if you already have a cylinder to hold the bullets (I'm like 95% sure. I'm a Brit, so not the best knowledge on guns).
I added a hammer since you need one to make the gun shoot, and I curved it to make it easier to access via thumb. It's a break action, takes nine .300 magnum rounds and one 12 gauge shotgun shell, and has two barrels, one rifled and one smooth bore that it fires the different rounds out of. Took inspiration from the Lemat revolver. I added an ejector (pops the bullets out when the gun breaks) to the cylinder and modeled a speed loader for rapid reloads.
I think the philosophy behind the gun is that it would be used by someone in heavy power armour, so expect this thing to have some serious kick ingame (for balance. But also because the stock is low and far out of line with the barrel) Some details to be added post-bake with NDO.
There's three planned mods for the gun as well; an old style long (looooong) scope with some modern dials and controls, a synthetic stock and an 'optimised' mod which removes the chunky upper 'barrel'(?) and replaces it with a more compact rail to reduce weapon weight (many people complained about that part of the concept. Sorry Caleb)
I've gotten to the stage where I'm going to have to talk to some fallout 3/NV/Skyrim modders (any around?) to clear up certain things, as I've never modded for these games before. I'd like to know how best to organise my textures - I'm thinking a 2k map for the gun and another 2k for the mods (scope, synth stock and optimised top rail) as well as if I need to make a world model, whether I could make the scope compatible (move it downwards through code) with the optimised rail etc. Obviously we don't know how modding for FO4 will work yet but I'd like to get close.
The model is currently sitting at around 12,127 tris (6,457 polys) minus mods, I went quite overboard with the details; I honestly don't know if that's a good number. I opened the csgo SDK's model viewer earlier and the m4a1 has 18000 polys, not sure if that's a PC thing, but I'm mindful that
some mods might make it to console. You can dream right?
No doubt this is ambitious and only the second weapon I've ever made, so my UV and low poly knowledge needs refreshing but I'll be absolutely up to scratch after finishing this thing. I'm planning to maybe use Zbrush to detail the wood a little but PBR textures will be achieved with NDO and Substance Painter.
edit: I should probably take an evening out to have a read through the creation kit wiki shouldn't I? That would help a lot I think