Waited a while to get this out there on Polycount, but hoping to get some feedback here.
This is a project I've been wanting to do for a while. Project Name: Fire Snout
Purpose: -Create weapon design from an original idea -Design with FPS perspective in-mind -Take through entire game weapon pipeline (design>highpoly/lowpoly>baking>materials>UE4) -Present full process
Weapon Concept: Prototype combat shotgun with dynamically adjusting choke for optimal spread pattern across variable engagement distances.
[UPDATE] Lowpoly Finished
Took a little tweaking, but I was able to get the highpoly model to bake down to the low poly relatively well. Since I'm trying to get this done by end of March, I need to move on to materials ASAP. (will address Normals artifacts later)
Baked Lowpoly model Highpoly model
[UPDATE] Lowpoly Finished Been a while since my last update. Struggling for time, but finally have something to share. I finished the low poly model, (as well as UVs), and am ready to move on to baking the normal and AO passes! Highpoly Pcount: 370,816 Tris Lowpoly Pcount: 18,518
[UPDATE] Highpoly Finished Added addition construction details and props to make the design seem more grounded in reality. Aside from a few small touch-ups, I'd consider this high-poly version done. Going to move to Low Poly next.
[UPDATE] Discovered that the sight was too large and blocky and looked like something you'd find on an assault weapons or sniper rifle. Changed main sight design to be more streamlined.
[UPDATE] Received some feedback regarding the silhouette not reading as a shotgun. Did some FPS perspective renders with HDR lighting and different materials to narrow down cause.