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IWI X95 Assault Rifle

polycounter lvl 4
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xMFZ polycounter lvl 4
Hey everybody, I decided to do one of my favorite rifles this month, the IWI X95. I snagged Modo 901 a few months back and I've been doing guns to get up to speed. Thanks to Tor Frick for his Modo courses, they saved me a ton of time. Crits are absolutely welcome; I'm new to game-resolution assets. I'll be putting some optics on it as soon as I decide what route I want to go.

A few more shots and Marmoset Viewer are available on my ArtStation page at https://www.artstation.com/artwork/WdY2N

- Modeled in Modo 901
- Textured in Substance Painter

The high poly in Modo:
HighPoly_MODO.jpg

Some beauty shots in Marmoset 2:
Shot6_MFZ.jpg
Shot4_MFZ.jpg
Shot7_MFZ.jpg

First person view:
FPS_Shot_MFZ.jpg

Low poly wires:
WiresShot_MFZ.jpg

Replies

  • Doomathon
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    Doomathon polycounter lvl 4
    Hi xMFZ,

    That is an awesome gun! Nice job at your first attempt at game res topology. Some wasted geo I saw but overall not too bad. I noticed places like the edges on the flat part of the picatinny rails could be welded to a corner. Also, I think the main grip could use a little less geo? Depending on what you imagine this gun would be used for, I'm assuming FPS, the handle would be mostly concealed by the characters hands. It's always helpful to imagine in what ways this asset will be viewed by the user!

    You could also push the textures a bit more too. Imagine where a person would be gripping it and wearing down the paint a bit so it's less reflective. Also maybe it's been set in the same position time and time again or dropped so the stock is chipped and/or worn down on the edges. Hope that helps/makes sense, I'm exhausted.

    Overall I like it a lot! Keep at it!
  • xMFZ
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    xMFZ polycounter lvl 4
    Thanks man, I appreciate it!

    Yeah, you're spot on about the grip, I think it suffered from being the first retopologized component of the gun. A couple of those rings could definitely stand to be collapsed. I'll also see about doing some more heavy, character building wear when I get the optics ready to put on. Thanks again!
  • Gazu
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    Gazu polycounter lvl 12
    Looks good but maybe its a good idea to add something on dat picatinny rail. It looks so empty.

    Keep it up!
  • xMFZ
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    xMFZ polycounter lvl 4
    Thanks Gazu! Haha, yeah that's a lot of rail! It's going to get a Meprolight MOR in the coming days.
  • xMFZ
  • xMFZ
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    xMFZ polycounter lvl 4
    Update: I had some free time this week so I modeled an Aimpoint Pro to stick up top. I'm fairly happy with how it came out.

    ArtStation link with Marmoset Viewer for the optic: https://www.artstation.com/artwork/BaL8z






  • Kobalt Kiwii
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    Kobalt Kiwii polycounter lvl 6
    Looking sweeet! good job. had a quick look at the marmoset file the optic's orange area unfortunately looks almost metallic :/ , its not as bad as others i have seen, that material is definitely something I would look into improving. I havent done any work with coloured glowing glass so can only think of possible ways to get it to render out nicely in marmoset. Personally I would also love to see a bit more character, personality or story come through, show off that artistic side but thats more of a personal preference. Good work
  • xMFZ
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    xMFZ polycounter lvl 4
    Thanks Kobalt! I reevaluated the front glass material and updated the Marmoset Viewer on the ArtStation post this morning, and I think it's a little bit closer to where it needs to be now. I also got the transparency working on the rear lenses, so you can now properly look through it and see the red dot. Thanks again!
  • Gazu
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    Gazu polycounter lvl 12
    Yeah dis looks cool!
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