Hello!
I've been attempting to model a lasgun from the Dune series for the past couple of days, however to no avail. I am relatively new to modelling and I have never been too interested in modelling guns up until now, however the Concept Art for this particular one attracted my attention. I must've restarted the entire process for 20 times by now, but alas, I feel like I am running around in circles.
This is the Concept Art (credit to Wojtek Kolacinski on Artstation).
This is what I've managed to get so far, most of which is either incorrect or too low fidelity with respect to the Concept Art.
I have absolutely no clue as to how I'm supposed to connect these disjointed pieces together. Also struggling to model the individual parts properly as all of them have some strange rotations that make editing impossible once they are in place.
One of the pieces that confused me most was the following:
I have started the right side with a simple plane whereas for the left side I've used a box instanced and rotated into place so that I can edit it in the XY space. To connect the two I've bridged the edgeloops.
However, how in order to close the model up and not have visible backfaces, I ultimately had to extrude the rims towards the center of the mirror, which feels like a bit of a cheap trick, especially since I don't think that's what's happening in the CA.
All this said, I do realize that I've probably bitten way more than I can currently chew with this model, so I'm not looking for ways to model this specific asset, I'm just curious to hear how experienced users deal with insufficient information from the Concept Art. Especially in cases where one only has one perspective of the asset. Also some tips for modelling stuff that is not aligned to the axis is more than welcome (stuff like the handle in this case for example.)
Thank you!
Replies
On this asset I don't think it curves on this plane
Concepts lie indeed—and how could they not when they're pretty much mental raytracing? The perspective not only will be off but will vary in a same piece (very common in character art where torso up is in perspective but legs are close to ortho), lighting will be inconsistent, etc. I feel the best approach is to identify the key features of whatever you're modelling, the possible planes in the object using not only silhouette but the perspective of elements on surfaces, then try those planes when blocking out your model to figure what looks better. In time, with a solid visual library, you'll need to try things less and less because you'll already know what works.
That area you highlighted is not only fairly plane but it likely comes very close to touching the body of the gun (dark blue). We can infer this from the nooks on the inner face, which exist to make room for one or maybe two elements on the body: the venting system (green) and possibly the round part with the energy ball (pink).
How closely to the body you'll want those depends on what they look like in 3D. Try and find out. Maybe it'll look good with the green section of the wing glued to the venting system + the pink grazing on the spherical recess (?) under the energy ball, maybe a round but flat on the sides energy recess and a visible gap between the pink part and the body will work better. (It'll be likely the later!)
In any case you identify the possible paths you can take and pick the best. Another example:
The Z axis V is there for sure. The V on the X axis (supper exaggerated here) is there... maybe. Will applying both look good? Well, there's only a way to find out.
Good luck!