Hi all!
I'm Kitch.sb on Steam Workshop, and am excited to be working on this theme! Thanks to Valve and Polycount for the opportunity!
First submission final:
http://steamcommunity.com/sharedfiles/filedetails/?id=689161784ECTOcoil railgun variant:
http://steamcommunity.com/sharedfiles/filedetails/?id=689819094WIPs below:
I'm just going to track all my submissions in this thread, starting with the Bizon. The thing I like about the Bizon is the capsule clip, and I'm really keen to play this up. Got a few directions in mind to explore.
Style-wise I'm going for a hammy, pop sci-fi weapon inspired by over-complicated audio and computer hardware of decades passed. I want this Bizon to be the kind of thing that comes with a 200 page operation manual. Wielding an abstract interface you're afraid to touch because it works "just how you like it" now and you don't want to lose your eyebrows again.
On top of the base styling I'm hoping to make a few functional variants to depict it as a lazer/electrical weapon or similar. This is where the capsule will shine!
Anyway, here's where I'm at:
Replies
I've tried a few different approaches to Workshop, but my tried and true is still going between Blender and Photoshop.
This allows me to draw out my design on the model in the texture paint mode, save the drawn on UV's as a jpeg, take that into Photoshop and paint it properly. Just an easy, quick way to plan it out and refine when working on a design with lots of little parts as opposed to a big gun-spanning illustration.
Painting directly on the UV's in Photoshop (rather than projecting images onto the object in Photoshop) also means I'm painting all the bleed around edges as I go, and don't need to clean that up later.
Just been working out little details today, to be continued!
I think it's looking decent in workshop, the jpeg compression gives it some discolouration and the appearance of wear which I think is fine (even complementary!) to this weapon, especially since it's a blue tier. It helps the textured parts blend in with the raw gun metal.
My biggest concern was the texture detail since all the dials and text are so small, but it's not an issue for me. It doesn't need to be legible in-game, just to give the impression it's complicated device!
I've scrawled over a screenshot from workshop with some iterations I want to make to existing details. To be continued!
Coming along! Back half of the body almost complete (on this side).
When I've got all the body texture done I'll get onto and reveal the main sell for this weapon. Don't want to give it away too early! All the body detail is definitely the big grind for this, trying to make it cohesive and interesting, for a blue at least... haha, almost there!
Keep it up and best of luck
Good Luck,
@DarkChaos - Good points, I'll give it a go!
Working away at this... The first avenue I'm exploring is a sort of Ghostbusters inspired spirit-trapper type gun. I think I need to refine the proportions still - the ghost is probably a bit big at present, but I'm trying to render it squishing itself against the inner tube, like it's really crammed in there.
I don't know how I feel about this... I think I've been looking at it too long. hah
Just tested out another, chubbier ghost face. Not really working for me though.
I think the more ape-ish skull ghost is better and looks like it could fit into the Ghostbusters world. Here are some more refs I've been working with while trying to capture the 80's spirit for the gun.
I was trying to make the ghost in my gun sort of look like it could be a plasticine model.
Here's how it looks on the texture sheet (without metal detail):
Also working on a coiled tube version that hints at electromagnetism, and applies the cabling features onto the magazine tube.
I'll be preparing a submission for each direction.
http://steamcommunity.com/sharedfiles/filedetails/?id=689161784
Working on a railgun/coil sorta version.
Also trying a colour scehem with some blue in it... But not sure which I prefer.
Thoughts anyone?
Next weapon I'm working on is a railgun style AWP. In the same sorta flavour as the Bizon but not ghostly, just pure power, charged shots.
Slowly but steadily refining pieces and building on the style.
Also referencing a few bits from Back to the Future for this one:
Sketches below were for the back section of the AWP, since it's the most visible bit I wanted to do something special with it.
This is the power supply for the weapon, which also makes practical sense as you don't want the heaviest part of the gun far from the body.
The back end acts as a detachable batter clip - in the Gunsmith style this is a Custom Paint area so I wanted to make it more of a hard plastic casing, where the body of the gun has a lot of metal strut-like features.
The drawings helped me envision the sort of cutaway clutter I wanted, then with a lot of trial and error I've been trying to get this effect reading in workbench, prioritising the in-game angles since that's when players really wanna show off their sweet weaponry.
Still so much to do...!
Gave the middle section a major overhall, made the electricity look cooler, also reworked the screw clips along the side of the gun as I wasn't really happy with the previous ones - they looked a bit too uniform. I feel these look more natural (flat colour areas atm, texture still needs a bit of polish).
Made good progress though, spent a lot of time trying to get the top of the gun to look like an embedded coil system but think that looks pretty decent now!
Also changed the barrel end of the side to a sort of injector system which I'll refine and blocked in a metal casing for the grip tube. Taking inspiration from the Delorean with the latest additions. Onwards!