Hey guys,
I've never made a weapon before so i figured i'd give it a shot.
Modelling in 3DS Max 2104, will bake and texture with the substance suite, then bring it into UE4 for fancy render times.
Concept by
YONG: The bottom one.
Progress on HP so far, about 2 - 3 hours in.
The plan here is try to nail decent the edge flow as well as i can. I'm not laying in any supporting edges until the shape is correct. Every time i try to get too complex too quickly i end up being overwhelmed by verts whenever i need to reshape something.
Another thing that is helping is making use of the Conform tool - i'll make a simple curved primitive to help guide some of the shapes like you're seeing at the top. It seems to be working well so far.
Replies
About 10 - 12 hours in. Almost done with the barrel, still need to do the asymmetrical details on the flip side of the gun. Moving slower than i thought I would on this but it's been really fun so far.
Only critic I had would be about the round part on the side:
I would soften up the edge of it a little bit, so make the edge more round.
Can't wait to see it finished.
Here's the latest WIP shot - high poly is about 95% done, need to do some touch ups and detailing. Might clean up some forms in z-brush and then head off to lowpoly land.
Here are some renders with BASE layer textures on it. It's still a huge WIP. I plan on taking the texture pretty far.
I think the edge damage is far to uniform. It looks like you simply throw a "Edge wear" generator onto your texture.
Try to modify it according to the material and check with real world examples at which areas of a weapon wear damage normally occurs.
EDIT: My mistake, didn't recognized that this is just the base texture. I'm really looking forward to the finished version.
P.S.: Neither less this is no reason at all to be insulting S6...
*Stupid joke*
Jk
Shits looking swag homie. Keep the texture goin.
Sketchfab Model Here:
model
Great texture, great model.