So i came across this awesome concept on /k/ (4chon lulz) and stalked the guy and found his deviantart here: http://bonez18b.deviantart.com/gallery/?offset=0 and asked his permission to model it.
Hope you get a textured final. : ) Regardless, great design with great execution. If you're going to go the whole 9 yards, I'd love to see your low poly topology & normal mapping projection workflow. Your weapons are some of the most solid pieces of gameart I've seen, and I want MOAR.
Absolutely narcotic. How can you stand to put in so much detail? Do you have some sort of streamlined process that gets you quicker results? Or are you some crazy nutbat with a replenishing bag of patience pills....
At any rate, this is really something quite spectacular. I just can't express the OMG-<3-OMG you deserve.
brilliant execution EQ. Very clean,any chance of wires?
minor and extremily extremily nit-picky the shadow behind the firing mechanism (im not sure the name of it but the knob that recoils back and forth as the weapon is fired). The shadow is strangely spikey.
very cool, EarthQuake how do you make all those tiny circular indentations in the mesh? is it booleans? I would like to avoid them when possible but if they can be this neat then its a good option.
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very cool, EarthQuake how do you make all those tiny circular indentations in the mesh? is it booleans? I would like to avoid them when possible but if they can be this neat then its a good option.
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Echoing this. I was curious about your workflow with these indentations as well. Along with a few other things. Just doesn't seem to be easily possible by simply "just modeling it in" as you said earlier. Maybe posting the uber dense wires would help shed some light on this?
hehe thanks guys, i'm using a lot of floating geo here, so all those little bits that you think would be a huge hassle to add, they werent, they're just floating on top. I'll post some more stuff later today, wires and such.
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very cool, EarthQuake how do you make all those tiny circular indentations in the mesh? is it booleans? I would like to avoid them when possible but if they can be this neat then its a good option.
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Those aren't modeled into the gun. It's floating geometry, hovering just above the mesh. You can see it in some of the angles.
[EDIT] Graaah, poo EQ, ruining my big brain moment by beating me to it by a few seconds :P
[EDIT] Well, a couple of minutes, but I was getting a drink while writing the reply -_-
hey that's looking great, you should come out and visit this company in iowa, we could porbably use u,,
ANYWAY. you know what i think about this. a really nuts and bolts, down to earth realistic concept that's still cool looking, and you've brought it to life. about the worst thing you can have on your conscience at this point is just how frequently the original artist masturbates to these screencaps.
i know fuck all about modeling so i should probably give you some tips about the uh, micropolytrons and floating geo.
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the ao from the floating geom, are you just going to paint out the unwanted bits aye?
looks cool!
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Yeah i'll just paint that out
Xal: I do 2 passes actually, i take the mesh and seperate every little peices so nothing renders on top of other things, to get clean normals and ambocc maps, and then i do a ambocc render from *just* the lowpoly mesh put back together, which takes about 15 seconds total time with xnormal's simple AO tool. Then i composite those in photoshop, adding a layer mask and erasing ambocc on areas that will need to animate.
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the ao from the floating geom, are you just going to paint out the unwanted bits aye?
looks cool!
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Yeah i'll just paint that out
Xal: I do 2 passes actually, i take the mesh and seperate every little peices so nothing renders on top of other things, to get clean normals and ambocc maps, and then i do a ambocc render from *just* the lowpoly mesh put back together, which takes about 15 seconds total time with xnormal's simple AO tool. Then i composite those in photoshop, adding a layer mask and erasing ambocc on areas that will need to animate.
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TEXTURE IT WHAT ARE YOU WAITING FOR !!
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I'm going to make YOU texture it and then steal all the credit, HAHA YES.
Its just for fun now but the model may end up in our game, i need to ask the guy who's concept it is for permission to use it as i dont want to just throw it in.
Sweet work and nice details, I liked the handguard panels in the concept more though and I would invert the gun although now it looks cooler in first person. I gotta tell you the gun looks fucking awesome in 3D! excellent.
Heres an old shot of the wires, may have changed since then dont remmeber. Its about 6500 polys, which is a little more than i would lie but still within reason(ut3 weapons have 12-13k for first person i think?)
Replies
Hope you get a textured final. : ) Regardless, great design with great execution. If you're going to go the whole 9 yards, I'd love to see your low poly topology & normal mapping projection workflow. Your weapons are some of the most solid pieces of gameart I've seen, and I want MOAR.
How much do they go for?
Any plans on putting it into lets say, Crysis?
Guys, rules 1 and 2. Keep it quiet.
At any rate, this is really something quite spectacular. I just can't express the OMG-<3-OMG you deserve.
it's the first time i enjoy watching 3D weapon..
the amount of details is crazy, good job !
minor and extremily extremily nit-picky the shadow behind the firing mechanism (im not sure the name of it but the knob that recoils back and forth as the weapon is fired). The shadow is strangely spikey.
Anyway looks sweet,textures?
John
very cool, EarthQuake how do you make all those tiny circular indentations in the mesh? is it booleans? I would like to avoid them when possible but if they can be this neat then its a good option.
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Echoing this. I was curious about your workflow with these indentations as well. Along with a few other things. Just doesn't seem to be easily possible by simply "just modeling it in" as you said earlier. Maybe posting the uber dense wires would help shed some light on this?
@zenarion: hush you :P (inb4nwfg) :]
very cool, EarthQuake how do you make all those tiny circular indentations in the mesh? is it booleans? I would like to avoid them when possible but if they can be this neat then its a good option.
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Those aren't modeled into the gun. It's floating geometry, hovering just above the mesh. You can see it in some of the angles.
[EDIT] Graaah, poo EQ, ruining my big brain moment by beating me to it by a few seconds :P
[EDIT] Well, a couple of minutes, but I was getting a drink while writing the reply -_-
I'd love some closeups of the iron sights in the rear, it looks like there's a lot of detail there that's being hidden by the shots.
Spark
But it really looks quite nice.
ANYWAY. you know what i think about this. a really nuts and bolts, down to earth realistic concept that's still cool looking, and you've brought it to life. about the worst thing you can have on your conscience at this point is just how frequently the original artist masturbates to these screencaps.
i know fuck all about modeling so i should probably give you some tips about the uh, micropolytrons and floating geo.
PS reduce the jigapegs from 4 to 2.3
LESS JIGAPEGS?!?!?!
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Don't listen to him you don't need to reduce the jigapegs on modern processors it doesn't affect the processing speed its wrong.
Closeupz of Ironsites plz
Anyway, looks awesome, EQ. always a fan of your modeling.
Cool...now normal projection.
How much do they go for?
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what does this mean?
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its good, so what? gb2 iowa
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Get back in your hole, you dirty kewi
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Very nice rifle.
Any plans on putting it into lets say, Crysis?
Guys, rules 1 and 2. Keep it quiet.
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I demand rule 34 on masterchief.
I demand rule 34 on masterchief.
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I told you, wait till I get my halo 3 special edition (complete with helmet and armored space-thong).
is that a portfolio piece or it's for a game?
looks cool!
Quick question, how did you bake the AO, I have followed every tuto I can find and my AO maps never look that good...
the ao from the floating geom, are you just going to paint out the unwanted bits aye?
looks cool!
[/ QUOTE ]
Yeah i'll just paint that out
Xal: I do 2 passes actually, i take the mesh and seperate every little peices so nothing renders on top of other things, to get clean normals and ambocc maps, and then i do a ambocc render from *just* the lowpoly mesh put back together, which takes about 15 seconds total time with xnormal's simple AO tool. Then i composite those in photoshop, adding a layer mask and erasing ambocc on areas that will need to animate.
[ QUOTE ]
the ao from the floating geom, are you just going to paint out the unwanted bits aye?
looks cool!
[/ QUOTE ]
Yeah i'll just paint that out
Xal: I do 2 passes actually, i take the mesh and seperate every little peices so nothing renders on top of other things, to get clean normals and ambocc maps, and then i do a ambocc render from *just* the lowpoly mesh put back together, which takes about 15 seconds total time with xnormal's simple AO tool. Then i composite those in photoshop, adding a layer mask and erasing ambocc on areas that will need to animate.
[/ QUOTE ]
[ QUOTE ]
TEXTURE IT WHAT ARE YOU WAITING FOR !!
[/ QUOTE ]
I'm going to make YOU texture it and then steal all the credit, HAHA YES.
Its just for fun now but the model may end up in our game, i need to ask the guy who's concept it is for permission to use it as i dont want to just throw it in.
Love details.
Some animation plans?:P
Heres an old shot of the wires, may have changed since then dont remmeber. Its about 6500 polys, which is a little more than i would lie but still within reason(ut3 weapons have 12-13k for first person i think?)