For about a week now I've been working on an assault rifle design. My general goals for it are to be from a near-future setting and have a kind of weighty feeling to it, like it could work as good club when you run out of ammo. I wanted to make it seem convincingly realistic, though, like something that you would expect a soldier to know how to disassemble and reassemble and carry around daily.
The final goal is to import and show it off in UE3. Right now I've just about finished up the high-poly model, although I still need to add the detailing differences on the right side (replace cocking mechanism with case ejection etc) and other small details.
I've never worked on a firearm before, or used one, and although I did a decent amount of research there's probably some common sense stuff I'm missing. One issue I'm aware of is that the slit for the cocking mechanism seems like it would clip through the back of the gun when it's pulled back. Still brainstorming a fix to that, any suggestions are welcome.
Blah blah blah, time for pictures!
Current high-poly mesh:
Some stuff showing the process:
And the top design here:
Paintover concept based on a mockup 3D model:
3DS MAX 2008, 160k triangles on working mesh
Replies
and it looks good from the player-view too..
only the pullback grip is a bit big imo
Hope you dont mind the paintover :P
Jarod: Thanks! Yeah, good point. I was thinking of making an "island" of rough surface along the sides, but that'll be way way easier to do in the texture so I haven't messed with it yet.
Blenderhead: True, but I think that the harshness of the clip is one of the few style-establishing quirks of the design.
rollin: I'm not too familiar with firearm terminology, but I'm guessing "pullback" refers to the knob on the side for the cocking mechanism?
Hal: Hey, thanks for going through the trouble of a paintover! The indentions in the front grip are actually quite rounded so I'm not worried about those. You may be right about the rest of it though. I'll wait to get the first bake before I start tweaking anything just yet.
It will save alot of time and look the same, but the highpoly might not look as clean. But who cares about the highpoly, its the ingame what you care about. Unless its for a film.
i woud love to see it, i still can't get my head around this kind of modeling, its always interesting to se how peope handle these structures.
you made it in what program?
Cheers!
So here are some simple renders of the ~11k mesh with a 1024x1024 normal map applied:
kaburan: Thanks man! I see what you mean about the knob. For now I'll try giving it a metallic texture and see if that's enough to make it look more sturdy. There are a few edges here and there that baked out a bit sharp but it might be enough to carefully soften up the normal map at this point.
I'd also suggest upping the spec and lowering the texture of polymer/synth on the exposed edges areas. Seeing how the serrated surface texture would be worn down, leaving a more shinier smooth surface. Really helps defining that sort of material.
http://boards.polycount.net/showthread.php?t=61346
Narodnik: Good call, I'll take a pass to think about all the areas that would most commonly be brushed against and put in some larger scale scratches. I'll play around with that polymer material too. Thanks!
breakneck: I'm actually planning to use UE3 at the moment since I got very familiar with it at my last gig. Seen some sweet renders out of Marmoset though so I'll probably give it the ol' lookie-loo at some point.
edit: Forgot to mention these are screencaps from UE3.
The high poly seems to have been modelled out entirely by Zack using chamfers and what not.
Is it possible he could've also made the high poly through use of Sub-D modelling and if that's the case, this is usually the route to go when going high poly with stuff anyways isn't it?
Regardless, I think Zack's high poly looks good!
Great work anyway.
Nah I think usually people subdivide anyway? Most people I know do at least, unless maybe theres areas which simply dont need it.
Did i misunderstand?
Acid: Thanks, what in particular do you think could be improved? Is the spec too strong, too weak, too uneven, etc?
Harry: Yep, the whole model had one iteration of meshsmooth applied for renders and baking.