Even though its the same gun, figured I'd start a new thread because everything before this is kinda irrelevant, we don't need to see that mess lol. I'd gotten just about to the stage of baking my low and high poly models when I saw Phoenix's finished Styer F90 rifle, which inspired be to do better. On my old model basically my entire "body" portion was a solid piece, the buttons and switches were floaters, detail was kinda low, even on simple things. So I deleted many of the smaller pieces and have been deconstructing and rebuilding the major pieces. I've learned quite a lot even in this stage, not long ago any kinda major change I'd scrap the whole part and now I've learned how to make big changes with out having to start completely over. Huge time saver. Although I've gotten 26 pieces currently modeled i'll show y'all a few of them (low poly at the moment) to get an idea, an as I start getting things into Zbrush for high poly smooth and polish i'll show off more of it. Lets be honest, we only really care about the high poly shots anyway, right?
So as I said before, my previous "body" was completely solid, minus the rounded portion in the from that the slide recoils into. Now its fully carved out, holes for buttons and switches an all.
Also I'd been keeping it fairly "stock" in the past, but the P320 has an ungodly amount of customization options, much like an AR platform rifle. So I went with a Keres Dynamics trigger and magazine release button to spice things up a bit.
The take down lever is still stock, but much more detailed than the previous version, an fully modeled to pass through the body as it should in real life.
The slide was probably the most detailed part of my old model, but it was still mostly solid, aside from where the barrel and recoil spring went. In these pictures I've returned the slide to what I refer to as a "Blank state" Its the highest level of detail I can achieve before modeling a specific slide, whether stock, or custom. I've also added a lot of detail that wasn't previously there. For instance, the rail track on the bottom that the slide rides on.
Its fully boxed, no back faces are visible from any angle.
Instead of having the Sear housing cap just floating on top of the slide model, the cavity has been carved out for it.
Hopefully in the next couple days i'll have some high poly shots in Zbrush to really make this thing shine.
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Thanks for the support! I'd had been just trying to model it using just external shots but i found myself skipping many details just because they weren't very well defined or I didn't know what the part was. So I shifted my thought to just model everything and I can't tell you how many "ah ha" moments I had as things came together and I'm like "oh snap! that's what that detail was" etc. It's become kinda like an anatomy study of a striker fire handgun. I'm a big firearms enthusiast in real life, but probably 90% of my real world experience is with rifles and machine guns, more specifically M4,M14,M249 and M240B. So doing a pistol has been a fun learning experience both in and learning modeling and about pistols in general. I also have a strong background as a truck/equipment mechanic so the mechanics of it is fascinating as well. Kinda like a 3D gunsmith lol. I want to keep refining the model and adding as much detail as possible. It'd be cool to do a parts explosion at the end, an maybe an animated video of the gun being field stripped for cleaning.
If these are your already dynameshed/polished parts, I would give those round/cylindrical segments muuuuch more topology, since you can see the faceting from the low amount of cylinder segments.
@Kanni3d I appreciate the support! Although one could argue some of the parts have a level of detail indicative of a high poly, this is all still in blender as low-poly models. For sure once it gets into zbrush the edges will be polished and faceted areas that should be smooth, will be, for instance the body. The hard metal parts I feel like i nailed the shapes/detail almost perfect but I'd agree the body which is a polymer plastic could be modeled much better. I still have a lot to learn in the area of proper topology and still have yet to make any kind of real attempt at sub-d modeling. Currently just low-poly models with heavy boolean work. 100% open to pointers or suggestions and criticism if you or anyone would like to point out a part or area that could be done better even as a low poly. That's a huge part of this whole project
Ill give that a try, I'd basically just isolated the polygroups like you mentioned and threw a couple passes of polish crisp edges (hollow circle) an then cleaned up with a small polish on the whole subtool. Should of known that was too easy haha.