The McMillan CS5 is a weapon I have been working on and off for while in my spare time and I wanted to start posting my progress so far.
Blockout stage is completed for the whole gun.
Midpoly versions of parts that are completed so far.
I wanted to refresh my memory on my whole workflow pipeline so I decided to take the magazine to completion. This is the baked version of my lowpoly.
The textured version so far of the magazine. I plan to add more macro wear but I'm also not entirely happy with the results so far, will go through more passes and get some more feedback on this part. The references that I use.
And that's it for now. I plan to find some free time to keep working on the mag textures and then I'll decide if I want to make a post for that as a warmup or just keep going with the gun as a whole.
Agreed, mag needs high frequency pass and maybe some 'load/unload' contact scrape wear as well but you're aware what's left to do anyway so all good. I might also point out perhaps take another look at proportions for the round, imho it's profile seems slightly off.
I finally had some time to finish up the high poly:
I decided to cut out making the bipod for the weapon to save on time. I also want to render the weapon in Unreal and with that, also create a camo skin system with the material layering system in that game engine. In my head, I imagine it working and looking like the skin system in Counter-Strike but it will depend on how I go about it with the blueprints. As I've already made a modern weapon in black material, I felt like I need to make something different with this project to make it stand out from being just another weapon art piece. Since this sniper rifle has variants to it in its parts, I also wish to model those other variants so I can make a system in Unreal that can switch out differents parts like attachments in a game.
The next step will be to create the low poly and bake the gun (which I hope I can do before my winter break but we'll see). As always, I'm open to any feedback!
Agreed, mag needs high frequency pass and maybe some 'load/unload' contact scrape wear as well but you're aware what's left to do anyway so all good. I might also point out perhaps take another look at proportions for the round, imho it's profile seems slightly off.
Thanks for the feedback! I am not sure about what exactly I should change with the cartridge's proportions but I can show what reference I used for the model: Maybe the reference is faulty?
I have completed the low poly and finished baking. I slapped on some placeholder textures to try out a render in unreal and see the results in-engine:
The low poly landed around 32k tris. Here are some images with wireframe and texel density showing:
I haven't dealth with normal map skewing yet as I will not move on to texturing directly like I normally would. The next step will be to figure out how I make this camo skin system work in unreal and with which materials to try it out with. Alternatively, I instead make the different variations of the gun parts as I know how to do it.
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I decided to cut out making the bipod for the weapon to save on time. I also want to render the weapon in Unreal and with that, also create a camo skin system with the material layering system in that game engine. In my head, I imagine it working and looking like the skin system in Counter-Strike but it will depend on how I go about it with the blueprints. As I've already made a modern weapon in black material, I felt like I need to make something different with this project to make it stand out from being just another weapon art piece. Since this sniper rifle has variants to it in its parts, I also wish to model those other variants so I can make a system in Unreal that can switch out differents parts like attachments in a game.
The next step will be to create the low poly and bake the gun (which I hope I can do before my winter break but we'll see). As always, I'm open to any feedback!
Maybe the reference is faulty?
The low poly landed around 32k tris. Here are some images with wireframe and texel density showing:
I haven't dealth with normal map skewing yet as I will not move on to texturing directly like I normally would. The next step will be to figure out how I make this camo skin system work in unreal and with which materials to try it out with. Alternatively, I instead make the different variations of the gun parts as I know how to do it.