Neat! got nothing to offer this early into it although liking the modular direction you've in mind for this piece, already envision a kick-ass final farther down the track, purely based upon examples of your previous work 🤙
@sacboi Thanks a lot man! Yea i am trying to make it as modular as possible and if i can manage i would love to get it working in Unreal as well :) as a little weapon customization scene. But we will see.
I always struggle with internals on guns.. Do you simply just have tons of ref for many AR platforms in this case, and normally have a good idea of what exact internals would be visible + worth modeling?
I basically looked up how those things would function in real life and modeled everything that could be visible while doing animations like Reloading, chamber checks etc. Good thing with Platforms like the AR is that its pretty pretty simple in the end.
Lovely chamfers and that knurling on the suppressor is very nice, indeed.
Also, merely out of personal interest on the topic plus if you don't mind, of course.
What may I ask is your preferable method of approach whether Proboolean + Dynamesh, CAD or explicit polygonal subd...etc, when generating these high density objects?
Really, just a general query on how other artists utilize specific hard surface techniques and why - thankyou.
Yea you are right, its not the easiest thing to find good reference... There is also a steam game that is basically a weapon builder where you can see how weapons work. I did not use that tool so far, but i heard its quite cool!
@lluc21 what is sleep?^^ But you are right, time has been a bit short between my normal work, trying to stay fit and doing this rifle^^ Good thing is i really enjoy working on it right now :D lets hope it says that way xD
@wannabe thanks a lot man! i hope they translate good into the lowpoly :)
@wirrexx hey :) thank! and cool to hear that you have been following me for longer time already.
Ahh not too many to be honest. on these very mechanical pieces i prefer to model things into the highpoly. But what i did use it for is for screws and bolts, and where they intersect with the Meshes.
Looking great so far but i gotta say that the only thing that bothers me is the grip with the sharp cuts and angular shape. That looks very uncomfortable. Other than that, great stuff.
I managed to finalize all the Lowpoly Assets and the Normal Maps for them! I ended up with 40 different Assets in Substance Painter now with different Shaders on all of them. Also I started working on a Unreal Weapon Builder. What I wanted to achieve is a little scene where I can mod the weapon. Here is a small video, but its early early WIP. You can find it in on my Artstation:
however, design wise the inverted trigger guard is bugging me somewhat alongside its' thickness, as well. But imo I suppose ergonomically, wouldn't present an issue in a real-world setting.
Replies
Neat! got nothing to offer this early into it although liking the modular direction you've in mind for this piece, already envision a kick-ass final farther down the track, purely based upon examples of your previous work 🤙
fantastic forms/proportion - great stuff man
@sacboi Thanks a lot man! Yea i am trying to make it as modular as possible and if i can manage i would love to get it working in Unreal as well :) as a little weapon customization scene. But we will see.
@Kanni3d cheers man!
I am basically done with all the Highpolys. Its kinda hard showing all of it off, so i did some variations below :)
c&c is very welcome!
I always struggle with internals on guns.. Do you simply just have tons of ref for many AR platforms in this case, and normally have a good idea of what exact internals would be visible + worth modeling?
I basically looked up how those things would function in real life and modeled everything that could be visible while doing animations like Reloading, chamber checks etc. Good thing with Platforms like the AR is that its pretty pretty simple in the end.
Yeah just quite tricky to find any ref of the internals + their isolated parts is all :/ ah well lol
Lovely chamfers and that knurling on the suppressor is very nice, indeed.
Also, merely out of personal interest on the topic plus if you don't mind, of course.
What may I ask is your preferable method of approach whether Proboolean + Dynamesh, CAD or explicit polygonal subd...etc, when generating these high density objects?
Really, just a general query on how other artists utilize specific hard surface techniques and why - thankyou.
@Kanni3d
Yea you are right, its not the easiest thing to find good reference... There is also a steam game that is basically a weapon builder where you can see how weapons work. I did not use that tool so far, but i heard its quite cool!
@sacboi
Thanks a lot man!
All of this was done with basic subd modelling. Nothing fancy tbh^^ I did some Tutorials on my Workflow if you are interested tho.
https://www.artstation.com/florianneumann/store
Also i am doing a detail pass on everything now. Started by working on the Flashlight:
always nice to see this sort of finesse with explicit sub-d 😉
Hehe :) Thanks!
Update on the Laser:
Also did another pass on these muzzles
Highpoly done! Now for sure^^
I added a bunch of pieces that i didnt block out before. i felt like they were missing... pieces like iron sights etc.
Here are all the pieces as Highpolys now
Looking sick! Do you even sleep? 😁
Really cool! Love the chunky bevels :)
Nice :)
@lluc21 what is sleep?^^ But you are right, time has been a bit short between my normal work, trying to stay fit and doing this rifle^^ Good thing is i really enjoy working on it right now :D lets hope it says that way xD
@wannabe thanks a lot man! i hope they translate good into the lowpoly :)
@Gazu Thanks a lot man!
awesome, as someone who's been following your stuff a longer time. How many floaters do you use on this project? =)
@wirrexx hey :) thank! and cool to hear that you have been following me for longer time already.
Ahh not too many to be honest. on these very mechanical pieces i prefer to model things into the highpoly. But what i did use it for is for screws and bolts, and where they intersect with the Meshes.
Looking great so far but i gotta say that the only thing that bothers me is the grip with the sharp cuts and angular shape. That looks very uncomfortable. Other than that, great stuff.
@teodar23 you are perfectly right! i already removed them xD
Hey Guys!
Long Time now update. But I did some stuff :)
I managed to finalize all the Lowpoly Assets and the Normal Maps for them! I ended up with 40 different Assets in Substance Painter now with different Shaders on all of them. Also I started working on a Unreal Weapon Builder. What I wanted to achieve is a little scene where I can mod the weapon. Here is a small video, but its early early WIP. You can find it in on my Artstation:
https://www.artstation.com/blogs/florianneumann/AznR/wip-customizable-ar-15-platform-unreal-and-substance
Here are some WIP Shots on the Texturing, but there is still a lot to do!
i hope you liked that update! c&c is very welcome!
Damn! that knurling looks even better 🤙
however, design wise the inverted trigger guard is bugging me somewhat alongside its' thickness, as well. But imo I suppose ergonomically, wouldn't present an issue in a real-world setting.
@sacboi
hehe i see what you mean, but i really liked the design :) i hope you can enjoy the final result even with the trigger gurad :D
Im finally done!
Here you can see some shots! To see more, you can check out my Artstation post :)
thanks a lot for the feedback guys!