We (Ironbelly Studios) are working on some cool new weapon packs and we'd love some feedback on the products as we're toiling away. We start our models with a rough shape outline and define all the key moving parts of the weapon, which will become separate meshes.
Here's the first two steps of the process! As we refine the mesh down it will, ideally, look a lot more like our favorite mini-SMG, the Micro-Uzi.
From here we refine the shapes and details of the weapon until we are happy with the rough draft. Our next step, which we'll try to post soon, will be to really hone in on the details and... for those really paying attention... ADD THE TRIGGER
Replies
Here's our first glamour shot, as it were. Next up we'll rig this into a set of hands/arms so we can see what it looks like in game (or something close to it).
This one has some jaggies going on- but gives a slightly different angle of the texture.
The Beretta M9.
Once again we model each component as its own mesh. You can see all the moving parts here...
And as a breakaway, you can see it here (yes, its a lot of parts!)
Then we put it back together again...
Then we finalize and add some incredible 4k PBR textures and presto! The 9mm M9 sidearm as close to reality as we can make it! ... without violating any trademarks
Not much to look at yet! But we gotta get the general shape of the key components down first before we start molding it into a real gun.
It started here:
And ended here...
Parts view:
Handle texture:
Metal Texture:
Just putting the final touches on the high poly mesh, so we should have those by tomorrow. Possibly some textures too, who knows
Amazing modelling though, and your textures are still well done
Some high poly untextured meshes as promised for the AKS74u
Look at lots of references and try and dissect the intricate details that are there. Add some roughness and spec values, and lower the strength of the normal map.
If you want it to be a new weapon then that is great, but what gives weapons that extra punch is if they have wear and tear on them. e.g scratches, dirt, grime, edge wear, subtle finger print marks etc.
A friend of mine is super awesome at guns and I believe his work would be a great reference for you (he taught me a lot) : https://www.artstation.com/artist/bcog.
hope this helps
@Ross185 Looks like Polycount's new forums jacked up your link - but I figured it out (A regular Sherlock, I am!). That really is some great work he has. We're actually working on some "beat up" versions as well. The goal is we're selling them on asset stores, so starting clean seemed to make sense (you can actually find a couple of these on Unreal/Unity stores already). In theory if things are going well, many will have "1 year" of texture wear versions and "beat to hell" versions. No promises, but I'll see if I can dig up a prototype of that idea we did soon.
Meanwhile, I continue the AKS work! This texture isn't done yet It's certainly going to look more worn than the earlier stuff though!
While my texture guys finish that one up, this is the one I am most excited for... The MP7A1... Now from start to low poly untextured. Its been worked on a lot and from what I have seen, will be a lot more to everyone's call for an "worn" look.
I was out of town quite a bit for the holiday, but the full texture MP7A1 is now ready for showtime!
I think Ross and everyone will agree we've got a little more "character" here for the texture, not quite so "freshly minted" as some of the earlier work.
Close up...
Parts View:
More images coming soon. Happy belated Christmas btw to those who celebrate.
Seriously though, any suggestions on what lighting approach would make it really shine? Well, not literally shine
We finally completed (and launched on the Unreal store) the SCAR Assault Rifle. Certainly one of the most popular assault rifles in modern games, if not the most. I think it has to do with the name
I don't have a lot of process pieces on this one. As with the ones above we have separate meshes for all parts (as seen below) and 4k PBR textures.
And here it is all put together again.
I'll post some close ups of the textures soon as well. The challenge with the SCAR (and the XM8 for that matter) is it the matte finish basically looks like its made of plastic in real life. It doesn't use a nice metallic look that is usually associated with guns (See the AKS above). The SCAR does look more gun-like than the XM8, that is for sure. XM8 looks like a toy (Warning: IT IS NOT A TOY)
I'm assuming your going for a realistic representation here are some things I noticed. Going left to right. I used a side pic to better show off the angle
1 - The side Picatinny rail is missing the 2 bolts holes and separation that mount it the the weapon
2 - The beginning or the bolt slider is missing the circle lock position
3 - The saftey and ROF switches aer different on the left and right side. Your model has the right side on the left, since I cannot see the opposite side I cannot say what is going on there
4 - The hand grip is lower and a lot more dense with the texture
5 - The folding stock loops are in the wrong position and the wrong shape, they should be higher and almost half a circle
6 - Missing the numbers for the extendable stock
7- The rear stock should be much thicker and higher then it currently is, also missing the bolt under the strap holder. The Rear stock also has a beveled edge coming from top and down and see you can the crease before the number 6. You are also missing the ridges on the front side of the stock
Some general issues are the edges along the trigger guard and receiver are very sharp and look very low poly like the edges were missed in the bake or something
model
That progress is... we launched the G18 Pistol onto the Unreal Marketplace! Hurrah!
I had some screens from the development to completion lying around as well as the final screens... so I figure I'll just make a giant post. Thoughts are always appreciated!
Parts View
Color Coded materials
All put together with no textures
Texture time!
Parts View with textures:
Side View: