Hey, so I've decided my path as a 3d artist, and thats a hard surface artist for vehicles, statics and weapons. And so, I figured that since a hard surface artist needs to be good at subdivision modeling obviously, I figured I'd need to improve. And this thread Is going to be some improvement for me.
I'm going to create 3 guns. From start to finish. One real life and two from concepts. Thanks to EQ for giving them to me.
The first one is a paintball gun, my friends and I were planning on going paint balling over spring break and it gave me the idea to model one. This will actually be cool for me because I'm going to use this as an opportunity to test 3point shader, so the entire thing is gonna be one smoothing group.
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theres my main ref, I like the shapes on this one, and I have other refs for bits that aren't on these, like the plastic things for the top and bottom, you can tell by my vocab I have no idea what I'm talking about
I already have some progress on this, and while it's small, I wanted to have some art to show so I could start this thread, and not just plans. And also to see if you guys think my edges are too hard or whatever
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so yeah theres that.
And the next gun is a concept made by Timur Mutsaev, thanks to EQ for the concept
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I'm planning on having this guy be my first attempt at object space normals, they look ssooo cool
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again, thanks EQ lol and uh yeah this is cool, gonna need to do some experimenting with this one. Concept made by an artist named Talros
So yeah, theres my project for you, pretty big undertaking, by I hope to get at least one of these guns done lol, thanks
Replies
ayoub - thanks man, more coming soon
Sakunia & Psyk0 - Yeah the last concept is sick, I wish I knew the concept artist who made it, ah well thanks guys
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well the handle is done, not much progress just because the geo was so fucked on the last pic I decided to redo it entirely. Might have to tweak some stuff later but for now I think this is done. Time to move onto the next part
what he said!
JubbyJub - Hey thanks for the link man!, I'll update the first post with proper credit given.
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okay so not my most exciting or big update, but meh figure I should at least show something whenever I post a response
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edit: better render
Gonna elaborate a little on this, because I see this advice often without the explanation why.
The reason is that you lose the silhouette in the shadows, unless you got some rim-lighting going on. The same goes for white backgrounds, if you do not contain your highlights inside the perimeter of the silhouette.
This is always weird to me when i see it, like people get obsessed with "box modeling" everything must be modeled from a box and manually shaped, when 90% of the shapes in the concept are simply cylindrical shapes.
This is the sort of thing you should be working out with basic cylindrical primitive shapes in your blockout, and then go back and remodel with more geometry so you can deal with all the cool cylindrical intersections. Instead it looks like you just made a quick blocky blockout, and then added some supporting edges to that and called it done.
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Honestly just stick to your ref, try to match it as closely as possible, it is still way off in a lot of areas. Being able to work from references and concepts and produce an accurate model is a super super important skill to have.
bbob - ok made those changes, thanks man I'll try to be more aware of details
earthquake - i know, I'm really terrible with that now, would you mind pointing out any specific inaccuracies you see?
Well new render, not much change added some detail
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As EQ said it still looks to flat and boxy, the real thing has really soft shapes.
I have highlighted a part here that looks like 2 plates in the reference, that you have modeled as a solid shape.
Keep on working
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final render
anyways awesome stuff so far!