Hey guys!
I thought I should open up a thread and post WIP pics of this piece I'm working on, It's good for feedback and personal motivation.
It's the
M41a Pulse Rifle from the movie Aliens we all know and love, this is basically my first "serious" high poly object, and especially my first weapon! So please, go ahead and critic the hell out of it, ya all PC weapon experts!
I gathered dozens of reference material for this piece, way before I started modeling it, here's two refs pics:
http://i39.tinypic.com/2v115s8.jpghttp://i41.tinypic.com/9tfwgi.jpg
Replies
The cuts in the pistol grip look too sharp, try removing a few cuts there (EDIT: Sorry i didn't check out your refs, it's actually pretty close, maybe a tad too sharp still though),
On the right hand side, the little LCD display that i assume displays remaining rounds, you've modelled the text on (I'd advise you paint it on the texture since the numerals shouldn't actually be raised off of the surface) http://www.fpga4fun.com/images/LCD_FPGAs_are_fun.jpg ,
Also it seems the most interesting end of the rifle is unfortunately the front, do you want to stick 100% to your references or are you willing to deviate? I'd say something like moving the little LCD from the right to the rear of the rifle would add something appealing to look at and if wanted you could actually animate the display with a bunch of frames (If this were to make it in-engine).
Primarily, what stands out to me is the porting on the barrels. You've matched your reference by giving it those cool 'holes' but, like your reference, they're just indents. If you've got the polygons, I'd really cut those out and expose the barrel inside.
Example: http://www.fmft.net/Sub%20Machine%20Gun%20Sterling%20Sub%20Machine%20Gun%209mm.jpg
http://www.ameetecarms.com/store/images/ASA%20Rifle.JPG
Also, it looks really thick/wide. I'm not sure if that's just true to form for Aliens (it's been a while) but it does take a little of the realism away.
Also, as Kimono said, adding some extra detail work to the back end wouldn't hurt it. Not sure I'd go so far as to move the LED, since that's a pretty noticible change from the source, but if it was going to be seen in a FPS, that thing could get a little boring back there. It was obviously designed as a movie prop, not a FPS prop.
Anyway, as far as your reference goes, it's looking really great. If you're just trying to match that, I think you're golden.
just been to your website, very inspirational stuff, love the rifle! Cheers
Good work though. The modeling is very solid.
Here's a site that explains how to make one 'for real' out of those parts that could provide some nice reference
http://www.tk560.com/m41a.html
The model has some good stuff going on for sure, though like others have said it feels very wide and some of the edges and areas are too soft or blobby while other areas are very sharp, so I would go over all your edges with a shot of the gun up and examine which ones can be loosened, and which can be tightened.
that is so frickin cool. which I lived in a gun-nut harbouring country.
Running kinda low on free time the last few days/weeks, but here's a few progresses, low poly stands at 7500 tris, which is more or less my budget.
Hit me with with a few more crits!
And btw, as you probably can notice, I'm keeping the bolts on the low poly, I made 8 or 6 sided cylinders, depending. Is this a good move? I know those details are suposed to be baked into the normal map, but it definitely gives more depth to the low poly, opinions on this?
I worked on the HighP a little bit more, here's two cool renders I made with this technique:
http://boards.polycount.net/showthread.php?t=60887
http://img30.imageshack.us/img30/3762/hpidea.jpg
Yeah, I do play to import this o CE2 nrek, I'm gonna try and put it as a playable weapon as well, but I don't know how hard is it to do, and if there is any documentation out there to do it.
It must be the jealousy talking
Good work!