Hi i am working on my first "real" gun, i have done a sci fi gun before, so this is my second. Actually
i wanted to model a HK 416, but after watching some references i gave up.
I chose the ingram then, because it has a much easier geometry and no crazy
curves everywhere.
This is what i have so far:
There is much to do. I also try to be as accurate as possible.
I will post my progress here.
thank you all.
chris.
Replies
Quick update:
Added some details and this rear metal part.
Now i am working on the magazin.
I also need to find out some better
render configs, this image took me 30 min. to render. crazy :poly142:
bye,
chris
Modeling work looks solid to me.
Nice progress.
Normally, i'am not using ortho that much, but the gun is so big and the details
are tiny.So I zoomed in as much as i can to capture these details and then i rotate my view that the whole gun fit in the frame. This is why the pictures are taken from these "weird" angles. Didn't noticed that it could distract someone, but pardon me! I am now watching this gun for hours from any possible angle.
Ok, the gun is pretty much done. I am now working on the ejection port.
I will soften all edges when i am done with the shape, but how sharp
is too sharp for the normal map ? I mean how i know when to stop.
Some renders:
but again just looking at it, what I'm finding to be too sharp are those circle bits and the whole receiver, the magazine, and those indents in the silencer to name a few areas.
To give you an idea of good placement of control edges you can take a look at the wires for my luger:
http://dl.dropbox.com/u/5559441/Luger_wires.jpg
I know it will probably be a gigantic pain in the ass to fix it now, but its something to be aware of more in the future
you're right, but to overdo it could probably end in big frustration.
But sure, i will radical increase the difficulty level for my next project.
@kodde Yeah, i will make some cool renders of the highpoly with strong metallic
reflections for presentation at the end, when i am done with the whole model.
@EricV
I've made the little experiment with the cubes, and i must say that really helped
me. Was a great tip! Your viewportgrab too, good to see how others do it. Thanks.
The highpoly is finished thus far.
Here are some early wip shots of the lowpoly:
I think i am a little bit on the high side with ~8000 faces.
Edit: Ok Earthquake.
Edit: 3000x*** is a bit large however. =D I think in the 1500-2000 range is going to be plenty to get the point across. We dont really have rules on image size, just try to keep it out of the excessive range.
--
I think the lowpoly is ready for unwrapping. I could bring it down
to 7k tris. I hope i can get a clean bake on my first try, normalmap baking is
always a stress test for me :poly122:.
I unwrapped it and did a test bake, this is what came out.
My UV's are horrible.
There's so, so much here that could be optimized, especially on the grip.
I am now at 5k real tris.
Here is a comparison:
red is the old model, green is the new one.
The rubberized grip isn't done yet.
The textures are not top-notch, but i am pleased with it. This Model took me ages to complete,
so i am really happy that i can move forward now and make something new.
maybe some oil stains and stuff like that
Thanks mate!
try mixing real metal texture in your texture to get more details
maybe even go darker and higher spec