Hi Every one.
Its the time of year when I feal motivated to start getting some work done and try and keep my skills up.
I wanted to do something with hard surface modeling and was in a Fallout sort of mood. So here is the 223 pistol from Fallout. Or the 2019 special from Blade Runner. Take your pick.
At the moment the exterior high poly mesh is pretty much done. The revolver loading mechansim and the rest of the bolt still need to be worked out.
There are a few minor details that I've forgoten about and there are a few areas where the topology distorts in an odd way.
Replies
It looks pretty decent to me, not knowing what the original gun looks like. The default color you chose for the handel is hurting my eyes though.
http://karltate.wordpress.com/2006/08/31/props-of-blade-runner/
So, no this gun is not design. Its based on the gun from the movie blade runner. The .223 pistol from fallout 1&3 was based on the movie prop. Here :
Time to start on the low poly now before I get start getting too distracted fixing all of the niggling problems in the High res mesh.
JasonLavoie: Texturing wise I was thinking of doing something like this:
http://www.hooverae.com/upload/pics/DSC05812.jpg
Perhaps no that beat up and rusted. Just enough to so that it still looks functional.
The gun from the movie is actually made from two real guns, a Steyr Mannlicher .222 Model SL rifle and a Charter Arms .44 Special Police Bulldog with new grips and some hollywood style over coatings; made much like the Pulserifle from Aliens.
At the moment its about 3200 but this will probably go higher to sort out the smoothing errors.
With all the talk about tangent Vs object space I decided to try things out for myself. Top mesh is object space, bottom is tangent. These where quickly thrown together from Xnormal so no fancy AA or extra render passes. Looking at these, I think that with a bit of extra work there is no real need for using object space normals on this. Besides, there Photoshop plugins only support tangent base normal maps.
Looking at the date when I first posted this thread has just made me realise how crappy my work habits are Time to stop lazing about.
I've now blocked in the diffuse and specular maps. Still needs some wear and tear and some more attention around the place.
My main problem is the right revolver cover around the rifle bolt. There is a weird normal smoothing error that does not want to go away. I'll fix up the mesh and re-bake it out some day. For now I'm just focusing on the textures.
Oh, and the polycount is about 3700.
Thanks for the feedback everyone.
Very nice model !
I see you use Marmoset to display your model? It looks like you have a reflection map on your model, is that right?
The last time i tried marmoset i found no way to add a reflection map
regards, Daniel
mind posting the maps?
- Rick.
Needs grunge and cavity map, at the very least. You also have a lot of scalloping on the round parts (sides of the trigger guard, rounded part in the lower front area, grip base, etc). For some reason your edges that should be hard are still shading softly, you may need to chamfer some edges and rebake, or change up your smoothing groups.
Anyway looks cool, but you'd be doing yourself a favor if you took it all the way. This could be a trophy folio piece.
Look that over and see if it improves your overall lighting.
Ferg. It took me a moment to realize what you meant by scalloping. But I see what you mean. Any ideas on how to fix this? I was thinking I could scale the effected areas horizontally on the trigger guard. But some parts it looks like going in with the smudge tool is the only way. I guess I'm just wondering if anyone has a better way of doing this.
Earthquake. I'm using tangent space, rendered out from Xnormal. Since the grip and the text are added to the normals and I can't work out any way of doing that in object space.
There is some grunge and rust in the maps. I've been slowly toning them down as I worked. I guess I just went a bit too far. I'll keep at it.
Yeah just invert the green channel.
I agree, needs a little more work on the diffuse and specular specialy imho. for example the wood right now doesnt look like wood at all, looks more like plastic with a very smooth surface. a little sharpness on the details like the "rusty-ish" parts wouldnt do it any wrong either. but its definately coming along nice, I love that gun