So, i've never tried my hand at making a gun model before, so i thought i'd have a crack at one. Aiming for Blockout>Highpoly>Lowpoly>bake>texture, pretty sure thats the workflow these days..
Here's the concept i'm following with my wires over and also the shaded screeny of my blockout so far:
Probably start by detailing the magazine or scope as they are smaller easier to handle parts while i figure out how to tackle the rest of the model
Would love all crits, as i said, i'm clueless with guns so i'm probably going to be doing alot wrong :P
Stay tuned!
Replies
check out this thread for high poly modeling: http://www.polycount.com/forum/showthread.php?t=53823
http://wiki.polycount.com/3DTutorials/Modeling%20High-Low%20Poly%20Models%20for%20Next%20Gen%20Games
You should post an Angeled front View along with the sides
Hah Madness yes, i hate that little pink dot :P Could use maya but blender's bevel tool ACTUALLY WORKS.. along with other things
I use Maya as my Main app so i wouldn't really know any better lol
What exactly is it doing/not doing that it should/Shouldn't be?
Also about your gun its awesome. i haven't taken a crack at Making fire arms yet so its much better than what i could wip up Good luck with Filling in the details
It matters because you'll have a hard time getting the shape right when you have so many vertices to move. Imagine trying to change that complex shape after the fact. It's better to start simple and gradually increase complexity after you've nailed the general shape. That's why you block (i.e. simple shapes) it in rather than jump head first into complex geometry. It's the difference between juggling three balls and juggling twenty.
ummm this isn't the highpoly this is the blockout lol
That being said i think this is a good start for a blockout. I would say that the cylindrical pieces you have are probably too dense with unnecessary polys. Also when you're making a blockout you need to anticipate the highpoly by adding edgeloops that you will later go in and use for the highpoly. For example the handle, when i blockout i would model that little metal piece at the bottom, or atleast create an edgeloop that would define where it starts.
Remember the purpose of a blockout. You're doing broad strokes and laying down the foundation that you will later cut into to create the highpoly. Also many times have i made a blockout that the tech artist was going to use to rig until i've finished the actual model, so often times my blockouts have had to be very thorough.
Quick paintover of what i was saying. The more thorough your blockout is, the better IMO. This is how i work and not by any means "how its' done".
Update on blockout:
Also was trying out some sub-d'ing on it
Edit: Durp, ejector on both sides? a fool i am!
aimpoint hits
http://www.socomtactical.net/images/Aim%20point%20mag.jpg
http://dynamicarmament.com/images/gggmay2007/GGGAP-Cant-Ring-Angle.jpg
http://www.modelguns-worldwide.com/images/scopeAim1.jpg
Maybe think about some bigger chunky details to break up the flat line running the whole way down.
The gun doesn't have a stock, which is very gears of war. There's nothing wrong with that persay, but I think if you added something like an mp5k buttcap/sling attachment point, it would break up that flattish part, and add a little bit of 'story' to the gun.
The buttcap is supposed to have a sling attachment point but its not attached in that picture.
The shotgun pump might be nice with a stronger silhouette, maybe a bit like the pump on some Remington 870's
The pistol grip is quite blocky towards the rear, which would make it uncomfortable. I would also suggest integrating it with the rest of the gun a little bit more, at the minute it looks sort of stuck on. Something like how the Magpul pistol grip curves into the gun at the rear?
The other thing I would say is to maybe add some more details to the large flat areas towards the front. I know it's like that in the concept, but if you look at real assault rifles, they very rarely have such large flat areas . Also, most scifi guns are covered in details and greebles.
For example:
Killzone
Gears of War
I guess overall my advice would be to just keep throwing interesting little details at the high poly: Anything that doesnt affect the silhouette means it wont be much work later when it comes to making the low poly, but those extra details in the normal/ao maps will add extra interest to the gun, but they'll also do a lot of the hard work in the textures for you.
I like it so far though, solid modelling.
Will spice things up a little more tommorow
Mind Sharing a Wireframe shot Giles?
@Saso, yea, first and last time i make a "FIRST EVER..." thread, probably halfed potential viewers and my shitty blockout probably scared a few off too :P
talking of shit, here are the messy wires:
Thanks for the kind words all