Well this is my first gun ever made in my life and it was awesome road of knowledge to make one i was struggle with complex geometry u will see on top the tube its hard to make the shape i as posted a help section no one responded to help me out so this is what it is C & C welcome
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Made in 3DSmax 2016
Render KeyshotRender
https://sellfy.com/p/d0Ik/![Image: https://us.v-cdn.net/5021068/uploads/editor/va/amh4gcqiqzz3.jpg](https://us.v-cdn.net/5021068/uploads/editor/va/amh4gcqiqzz3.jpg)
Replies
Are you planning on making this into a High Poly to then bake that detail down onto a Low Poly? Thereafter texturing this Desert Eagle?
Well i did fast what i can because i have something new in mind to test out AK47
Looking at your past work and this pistol as well you really need to focus on the the basics. Especially the pipeline to creating a model.
You want to test out an AK 47, but that is a very hard rifle to model as it has organic curves.
I would start a new project and follow a correct pipeline. I have been suggesting this to various people here on Polycount so this is a copy and paste:
I would suggest following this tutorial made by Polycount's very own Millenia. It is an older video so the texturing pipeline is pre Physically Based Rendering. Follow his tutorial from High Poly to low poly modeling, his UV methods, and how he bakes that detail down. After UVing you can watch his texture process however keep in mind the industry has shifted from DNS or Diffuse (with Ambient Occlusion stored within the texture map), Normal, and Specular to PBR which is Albedo, Metalness, Roughness, Normal, and Ambient Occlusion. (Follow the reference I provided in a post below.)
Weapon creation tutorial - Part 1 (high poly model) - Millenia
Weapon creation tutorial - Part 2 (low poly model) - Millenia
Weapon creation tutorial - Part 3 (UV & baking) - Millenia
Weapon creation tutorial - Part 4, final (Texturing) - Millenia
Some great reference for PBR texturing:
http://www.marmoset.co/toolbag/learn/pbr-practice
https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit
http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
http://www.artisaverb.info/PBT.html