Been too long since I posted work, Less talk more rock!
Like the title suggests this is a Deringer Philadelphia, a pistol the Americans may well have heard of
. Its still pretty rough around the edges and has some lumpy/missing bits.
The plan is finish the mesh and then to take it into 3D Coat. I'm going to voxelise it and see if i can get more of a hand made quality to it. Once thats done, low poly and Shaders
this is an example of one. its not my reference shot and these pistols vary pretty broadly. its pretty close to the final look i want though
http://www.rockislandauction.com/photos/50/p_standard/VTT101-K-F2-H.jpg
Replies
Looks like rifling. Sweet model, though I'd watch the edge tightness (it's too hard in a few places). I modeled this gun super low poly (<500 tri) a couple years ago, neat little gun.
Ill double check my refs and see if its too deep
Also, it's spelled Deringer if you're doing the original gun, Derringer is just a common misspelling of the original man's name.
Also, as you can see from the ref, your trigger guard needs to be much wider and more bell-shaped (wider at the bottom than the top).
cheers I've since done more work on that part. I'll widen it though.
DDuckworth: how do you mean its strange?
Well, that is pretty much like modern rifling, just with much deeper grooves since the barrel is so short.
I've Widened the finger guard and worked on its shape more. One the main body of the pistol I've cut out the recesses for the various pieces of inset metal and distressed the surface a bit. Next up i want to finished the Barrel / Hammer and add some tooling detail on the metals.
For anyone thats interested the body is a decimated voxel sculpt. the smoothing isnt great because of the decimation. Thats why there is some faceting in places.
That's awesome, I take it you sculpted it in 3d coat?
I've mixed and matched a bit between different physical guns so there is a definite difference from those pics I've posted.
TBH I've taken the bits I liked from different photos that I've found. I think its a mix of slightly different periods of production and the fact that its a totally hand made thing.
So far as the hammer goes i've modelled the base of it and will be posting that soon. Its also my plan to do the engravings. Im still working out what the best approach to handle them is though.
Do you think there is some element that looks wrong? Since i've started sculpting the wood i dont know if i could make major changes but the rest is still pretty flexable
Here are some of the refs i've been using.
Your heading on the right track with it, basically. And the textures could also add a lot to that "handmade" quality too. :thumbup:
Any crits would be very welcome.
Endomi:Cheers, yeah the details are carved using a couple of methods. the main being.
1: unwrap the basic mesh.
2: convert the flattened uvs to a mesh (I use headus uvlayout but there are
maxscripts to do it). once you have a mesh in a flat state and a 3d state you can morph between them.
3:draw splines representing the chisel cuts on the flat mesh
4:make the splines renderable rectangles.
5:put a normalize modifier on the splines and turn of optimization. turn up the segments.
6:skinwtap the flattened splines to the flattened mesh.
7:morph the flattened mesh back into place.
8:export to 3dCoat.
9:voxelise the shapes and subtract the guides.
Zelenkov: Rauls stuff is damn awesome . very inspirational
say what?
i would like to see a video of this right here.
looks legit
a closer shot without the colour grading.
Cheers Kitteh
Below is what i was using as a guide, that said i think you're right, Less noise would be good.
Im going to reboot this I think. I need to get some more fitting textures.
Im between minds with the normal bake. Its done in max using RTT and im not convinced its syncing well with Marmoset, The corners dont look correct.
I'm going to do a bake in XNormal and see if that's any better.
Thanks , I did the layout after reading a post by Earthquake, he was recommending people to space their islands out more so that they would render well at lower Mip Levels.
I had intended to post they layout in that thread and ask for feedback but never got around to it.
Been having problems with the wood, I can get the metal looking how i want or the wood, but not both. IOR control in marmoset is per material not per pixel. Guess im expecting too much from Game tech. (i love you mental ray)
I've spent some time doing a shader in shaderFX which allows me to map IOR and its working pretty well. will post that soon, along with the promised video for Pedro.
I chuckled at this.
Couldn't have agreed more!
I havent made any effort to fix texture seams yet so ignore those.
So far Its been suggested I increase the contrast in the metals spec and personally I think i need to get some of the noise out of the texture(especially the wood). in any case all crits welcome
Awesome model and amazing texturing! I feel like I could reach into the screen and go on a killing spree! (take that in any context you wish)
Dont know how far a Deringer phili would get you being barrel loaded and all.
PolygonFreak
Its hard to say how long it took as it was done in small lumps. probably more than a weeks work (fulltime) if you count in all the messing and tests. I dont sculpt much so the wood took a while to get how i wanted it.
Cordell Felis
Ill do something describing the voxel stuff soon. What specifically interested you?
marq4prosche
Thanks man, its been a bit of labor of love.
MoPKnit for Maya and Slideknit for 3dsmax.
(The MoPKnit link has more info on both, the slideknit link is straight link to the actual script which can be hard to find)
Thanks for also sharing your technique on the handle, and thks vig for the post of the maya script. havent messed with it yet but I find it very inetresting way of dealing with those kind of shapes. I suppose ive done something similar in zbrush, using the uvs to project patterns... kind hit and miss though. Perhaps this will work out better for me
1 would be far enough... I need to kill whoever came up with the apple advert "if you don't have an iPhone you can't ___" the idea behind it is pure evil, its like bullying everyone who doesn't have one!
for the record I don't have an iPhone and I don't really have a need for one.
Thanks mate, I LOVE that pistol your working on. Epic stuff.
Enodmi
Good luck with it, cant really comment about ZB, cant stand the program.
Uly, Cordell Felix, Mir
I'll get round to it .I hate narrating stuff though.
Mark
Thanks for posting those links, I had trouble finding them when I was doing this.
Right! an update. Wood is tinted more Orange (thanks bbob) and I've increase the contrast of the metal a little.
No real crits that I can see. If anything, I'd say that you can't really make out the chips in the wood anymore, which is a shame, cause they looked awesome on the sculpt.