This may seem like a stupid question but I would like a few answers if you would care to give me some.
When your creating something in a 3D modeling program do you build against a back ground picture like this ?
I'm curious as to if everyone does this.
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Sounds like a solid approach, though there's always the argument whether 3D artists should use their own concept art. Aaron went over this in the Games Industry Mentor podcast episode about portfolios, and it raises some pretty good points.
A lot of concept artists create at least one orthographic view of an object if the art is intended for a modeler, and if you're good enough to create concept art that's going to do the project justice, go for it. Personally, I look for existing concept art of an object or scene I want to create purely because I'm not a concept artist and as such I want to create the very best result that I can. If I used my own drawings, I'd be limiting the potential result because of my own ability.
Not trying to turn you off using your own drawings or anything, but I find this debate an interesting one.
In this case you can see that the gun is angled slightly towards the viewer as the top of the butt is visible, this may mean that the handle and later other parts you are modelling may be slightly too short.
You seem to be going about it the right way, just don't add any minor detail and don't try to follow every little curve of the silhouette, get everything blocked out first - nice and chunky style.
Do some ao or other shadowed renders to check the scale of the independant parts against each other, then create a small scene with a teapot on a table and place the gun. This should help overcome any other scale problem.
When you say don't add any minor details, do you mean things like screws and scratchs and stuff like that ?
//I'm a bit of a visual example freak, so you'll have to excuse me //
Block out all the parts similar to the lhs, doesn't have to be fancy, then once everything is in proportion do all the bevelling, insetting etc after that make screws and little stuff like shallow grooves. So basically start off huge and get the shape and then refine getting smaller and smaller details included in your design.
btw unless this gun is going to be mega dammaged you could easily get away with using a normal map instead of modelling scratches in zbrush/mudbox, might be something to think about.
I believe he says that because if you block it out first, do a proportions check, and find that they are off, you won't have to work around all of the small detail to fix it.
As for myself, anytime I have to create something like a gun, I can usually find a decent sideview picture and end up going by it for the most part. but you also need to be aware of the width of the object as well so make sure you have a good prospective shot.
As far as using concepts, I would have to say that, unless you are planning on changing the shape of the object, if you have a good sideview shot stick to the real thing.