Hello all. I'm working on a small asset piece over the next few weeks (senior university student on winter break) in order to learn better/new techniques in zBrush and to jump head first into Substance Painter. I have experience in 3D-Coat so I can't imagine the leap to Substance Painter is too far. I'll be documenting my progress along the way and hope to finish it out in a few weeks. I intend for this piece to be game ready and realistic to the reference images. The workflow I intend to use is to start straight in zBrush with the high poly, create the low poly, and do everything else in Substance Painter (bakes/textures).
I'm working on a Beretta Centennial pistol. I chose this because of its body shape and the different materials that make up the weapon. I've never made a gun before, so let's see how this goes
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I did a breakdown of what will be separate, unique mesh pieces. The parts/pieces I didn't highlight are areas in which I think a normal map can do the work for me.
So this is the beginning! If anyone has any critiques/comments please feel free to drop them. I'm doing this mostly as a learning process for better/new modeling techniques and learning Substance Painter for the first time, so I eagerly welcome any help and wisdom you all have to offer throughout the process.
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It's coming along
Sort of worried about the shape of the trigger guard, it feels wide, but the reference image shows it being almost as wide as the piece it attaches to on top. Thoughts? Suggestions? The reference image that shows the gun from the bottom makes the trigger guard look wider than other sidearms...
Cheers
I'm doing high --> low poly modeling instead of low --> high poly modeling. After I finish the high poly in zBrush, I'm gonna throw it in Maya (decimated version so Maya can handle) to retopologize it. Going to UV, harden/soften correct edges in Maya as well. Afterwards I'm throwing it in Substance Painter to do the rest.
So far on this model I've been working on the right side and using symmetry when possible. The gun isn't the exact same on both sides. For example, some of the buttons and safety switch is different on both sides. However, the larger pieces of the model are symmetrical.
I've always done a workflow of low --> high, so I wanted to try another workflow and learn new techniques.
Im doing the same with my current project. Converted CAD data to the HP, now I'm working on retopoing within Max.
Thanks! I'll definitely take a look at that.
So I'm still currently focused on medium level detailing. I know there are some edges that need some love and care, but I plan on taking care of them when I move on to small level detailing. Sometimes I still need to move things around and cut here or there, so making the edges perfect right now would be a waste of time I think. This side of the Beretta is mostly complete for its medium detailing.
I've learned so much so far: my first time doing a weapon and hard surface modeling in zBrush. Tons of clipping and masks. I think next time I'll try to do another weapon starting with zModeler and work from there, just to see what that workflow is like. I'm also preparing and planning what I'll need for the small level detailing in the back of my mind. I've never done it before, but I know I'll need to make alpha masks in Photoshop to get a nice pattern for the grip and stamp it on inside zBrush. But that's a worry for another day =P
Cheers everyone. Hope all of you are having a great holiday season.
Currently I'm working on polishing the edges and faces and after that I'll be applying the smaller details to the gun: The metal letters and decals, nuts, cuts, etc.
This project has been a blast so far! Should be completely finished within the next few weeks. Cheers.
I accomplished everything I set out for and I'm really proud of the final result. Cheers everyone!
Check out my art station for more renders.
https://www.artstation.com/artwork/PJmA3