So I decided to start working on a Peacemaker. After awhile of playing around with it I just could not stop there it was just to boring to keep it basic. Then while I was looking at some New Vegas screens it came to me, make the peacemaker Fallout style. So I added the scope and duck-taped flashlight and slight barrel extension for extra awesomeness!
Crits welcome I am looking to get the high poly version looking the best that it can before I start working on a LP version. I am on my way out right now but ill get some wire renders up here when I can.
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Looks good, the flash light throws me off though.
The first thing I notice is the cylinder is really close(clipping?) through the top of the frame. Maybe add some space so it looks like the cylinder can rotate and pop out right
Also, the action that pops the cylinder out to reload is all modeled as one piece on your gun. I recently modeled a revolver and I have some refs left over..
I can only assume that most revolvers work similarly :P
Also, I'm not sure if you're even planning on animating, or allowing that part to be animated anyway, so if the whole thing is going to stay static, you probably wouldnt need to worry about that part being separate
Keep it up!
Also, the scope looks kinda small for being on a pistol. And wouldn't that tape mess with the ejection rod?
As for Super Happy Cow post on the cylinder having some odd shading. I know exactly why its shading is fracked. It has to do with the insets forming bulges at the corners. Been having a lot of issues getting it to smooth right. I did make a second one using a plane and a bend mod with a vertex weld mod then dropping the turbo smooth under the bend which totally fixes the problem your seeing. However the problem I run into after that is a cannot get the holes modeled into the cylinder because the polycount. If I precut the holes and then perform a bend they still turn into rectangles with the bend mod so I am afraid the double smooth under the bend in not the way to go and I somehow have to make the original work.
I will get more wires up here later of the rest of it.
I do however love the styling on that reference you posted. I may work some of that into the normal map at a later date. Really adds a nice touch to it. Ill post so references of my peacemaker that i am going off of sadly mines very basic no nice details.
With the longer barreled versions of this the ejector rod housing doesn't change size, it's a fixed length, regardless of barrel size, I believe. The pad on the ejector rod is really thin and small, too - you're supposed to be able to get a finger in front of it to work it.
The front screw isn't supposed to be a screw, it's a release for the cylinder.
The front sight is too low/wrong shape.
Your frame is much too thin, your grip shells too thick/backstrap too thin, your cylinder is a bit too long, you're missing the T-shaped divots, and probably more stuff. I'll assume that your loading gate is a nightmare and/or doesn't work since you're not showing it.
Are you just eye-balling this, or did use a reference plane? They can be very handy to get proportions.
Your scope comes back too far - you won't be able to get a thumb on top of the hammer. Try moving the eye-piece forward a bit or raising it up slightly.
Did you model the hole where the firing pin goes when you pull the hammer back? It'll be visible when you fire this.
The divots i am going to just see if I can float the geometry, just to much of a hassle to model those in or if worse comes to worse I can always paint them in on a normal map or zbrush it if I have to.
Hole in the firing pin is there so that will not be a problem. As for the loading gates not so much of a nightmare more of a nightmare to model it in so its just hinted that its there and wont actually function.
It was modeled off a reference plane yes, even with those it was still hard to judge some of the lengths do to how the gun lays on its side. As for the screw up front I am not sure all of them ejected the cylinder the peacemaker I have has no way to eject the cylinder its totally fixed to the area it rotates around. Only way to take it off is to undo the screws.
Yup bullet holes have been made larger since that render, updated image is the post a few bellow that. Been busy with work stuff the past few days hopefully ill get some time in the adjust some of the critique areas here soon.