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M7A3 Sci-Fi DMR build

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AirmanEpic polycounter lvl 6
I'm making a 3D version of this rifle:

made by http://mrbrainz.deviantart.com/

I figured people could watch it happen and post critiques of every step in the process. Hope you guys enjoy!

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  • AirmanEpic
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    AirmanEpic polycounter lvl 6
    Initial modelling. I modeled the barrel first so I could base the Z scale on it.

    Grip, rails, minor detailing, and stock

    Sights, Trigger, and initial charging handle, as well as a bazillion other smaller things

    a bunch of other stuff, nearly final excepting the bipod and the sight

    Final modelling shot. Added the bipod and scope.
     
    and that's that. Tell me what you think. Is there anything you guys can think of to improve it at this step?
  • ComradeDispenser
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    ComradeDispenser polycounter lvl 3
    I think the model's really missing some curvature. It looks really blocky at the moment. One thing that really caught my eye are the side rail covers, I'm not sure if you've even modeled the rail itself but the things on the side are rail covers and obviously they're supposed to be curved. Anyway, these rail covers are usually curved, you've modeled them completely flat. Not to mention the rail cover itself is missing detail, would you add those in the normal map? I've found that modeling details is a lot easier than trying to look for the detail in the normal map and then trying to compensate for distortion and etc.
  • AirmanEpic
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    AirmanEpic polycounter lvl 6
    Shinigami said:
    hats off to you for modeling in c4d. I feel you...
    C4D is love, brah. Do people not usually model in C4D? 

    Anyway, these rail covers are usually curved
    Not sure I like the sound of this. I'll give it a try but I'm fairly sure it's going to look terrible. 

    What sort of detail do you think I should add to the covers? I'm open to suggestions.

    EDIT: for the lol's, I modelled it with curvy rail covers (and details). Let me know if it looks better like this or the way I had it originally. Of course it's only half-assed but it can be rapidly improved if it looks good.


  • AirmanEpic
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    AirmanEpic polycounter lvl 6
    Started the texturing process with UVing (of course) and put it through Quixel. Soon I'll be making my final texture changes with Substance Painter and photoshop:


  • AirmanEpic
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    AirmanEpic polycounter lvl 6
    Now mostly textured


    Please, let me know what you think and how to improve it.
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