Hi guys,
here is a high poly model I made some time ago. It's a small but powerful S&W revolver. Maybe I'll try a low poly and bake. Materials are just for preview. Comments and critiques are welcome. Thank you.
I'm trying to improve my high poly skills by working on weapons. How do you go about modeling details like the grip on the hammer and release latch? Is it simple clone and and attach?
Looks like you even bored the barrel. Great detail. I don't like the actual realworld design of the gun (looks too stubby) and I don't like the design of this but, that just proves you captured it perfectly
Thank you guys, I tried to reproduce every detail just for practice, I'm quite sure no one would do this in a studio, since it requires a lot of time. Shame on me because I still cannot texture, it's one of the think I'd like to practice in Polycount's Workshops. Any good tutorial about texturing this kind of object for a newbie is very welcome. To add shame to shame, I've never done a full high to low poly normal bake, so can't tell if the model as it looks now could have issues while baking. I read it's not so good to have very sharp edges as they're now. If you have any idea about it, I'd like to hear.
@ sXe Seany: The hammer grip has been done by modeling the hammer clean in first place, then I created a hexagonal grid by duplicating and snapping simple hexagon shapes. Then used the QuickSlice (in 3ds Max) to cut the base surface by triangles. Moved the center of hexagons up to shape the pyramids, then a lot of cleanup by hand removing unnecessary edges and vertexes around the grip and adding necessary cut lines in the hammer to avoid pinching and stretching. Last passage is done by chamfering all the grip to retain shape while smoothing.
The release latch is done by creating the global shape and an array of small pyramids apart. The array is bended by a modifier and placed in the right position and orientation. I think I used some kind of boolean operator to cut the grip by the base and the base by the grip. Then again a lot of cleanup by hand by removing unneeded edges and vertexes and adding cuts all around the base to support the shape. Chamfer is again last step.
Add to these a lot of time and sweat
I'm considering to work on the low poly model, but I lack information. I'd like to know from your experience what's a common target poly count for a weapon like this in a first person shooter game (say UT3 et similia), and what's a reasonable texture size to go for. Thanks.
I'm seeing that weapons in UT3 range from about 4000 to 12000 triangles for the 1st-person models, and about a third of that for third-person. Also, the texture maps for the guns are mostly brought in at 2048. So there are some numbers to work with if you want to go by UT3 standards.
Thanks Pedro, I'm really glad you like it, but it's just a (useless) high poly model. Do you have any clue about low poly counts? I'm working on the cylinder and it's still around 1.5K tris... Does it make sense?
As an aside, do you know when next workshop is going to start?
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Thanks Axios, it starts to make some sense, I guess I'll go for an intermediate poly count as this gun isn't as complex as those crazy UT3 weapons, it reminds me more of Doom II times. I guess texture size for 3rd person weapons model could be 512x512.
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I'm trying to improve my high poly skills by working on weapons. How do you go about modeling details like the grip on the hammer and release latch? Is it simple clone and and attach?
nice detailing
Need to mention I made good use of information and help got in the static thread "How u model dem shapes? Hands-on mini-tuts for mechanical sub-d". Thank you.
@ sXe Seany: The hammer grip has been done by modeling the hammer clean in first place, then I created a hexagonal grid by duplicating and snapping simple hexagon shapes. Then used the QuickSlice (in 3ds Max) to cut the base surface by triangles. Moved the center of hexagons up to shape the pyramids, then a lot of cleanup by hand removing unnecessary edges and vertexes around the grip and adding necessary cut lines in the hammer to avoid pinching and stretching. Last passage is done by chamfering all the grip to retain shape while smoothing.
The release latch is done by creating the global shape and an array of small pyramids apart. The array is bended by a modifier and placed in the right position and orientation. I think I used some kind of boolean operator to cut the grip by the base and the base by the grip. Then again a lot of cleanup by hand by removing unneeded edges and vertexes and adding cuts all around the base to support the shape. Chamfer is again last step.
Add to these a lot of time and sweat
Dirty Harry anyone?
[ame]http://www.youtube.com/watch?v=qoXDzsuqXFg[/ame]
Eastwood - Smith, Wesson and me!
Too cool
I love the compact-yet-powerful feeling of the first render, great choice of angle.
fuckign awesome. i got tired just looking at that gun. damn.
As an aside, do you know when next workshop is going to start?
Notified while replying
Thanks Axios, it starts to make some sense, I guess I'll go for an intermediate poly count as this gun isn't as complex as those crazy UT3 weapons, it reminds me more of Doom II times. I guess texture size for 3rd person weapons model could be 512x512.