Concentrate on blocking out an accurate model. It looks as if you are using zbrush to create this. While this can be done, if you are mimicking a real life object, it is better for proportions to get the shape created in a standard modeling package. I could point out errors, but every piece of the weapon has proportion issues that must be addressed.
Make sure you are tweaking the model from all angles, and not using only orthographic shots as your reference. That will cause the model to come out very boxy and two dimensional.
Well... I think the reason it is coming out 'boxy and two dimensional" is because that is how he started. Looks like you traced the reference with a spline and extruded. Have you seen grant warwircks modeling tutorials?
Good place to start learning advanced Sub Division modeling.
You have the reference for the pieces, now block the gun out in those pieces. The blockout you have now is one solid piece is practically unusable and will be very hard to manage in terms of nailing down the different forms that are present in the gun. Stop high poly modeling until you have an incredibly solid blockout. Also, I snooped onto your other threads you've posted. Why not go back and finish that stuff? You still have a lot to do to those projects as well friend.
My advice to you is, stop with the relatively complex subject matter and go back to the basics. You need to pick some simple assets, and learn an entire game art workflow. reference, modeling, texturing, and getting it in engine. Only then should you start hitting the heavy stuff like guns and vehicles.
Hey! You should definitely check out the tutorial that jeremiah_bigley pointed out. I found a newer version of the tutorial from the same artist. http://vimeo.com/10941211
I agree with SouthpawSid. I know most people think that a weapon is a simple thing to model. I am doing some and I have to say that it is a challenge. If you want to see the geometry of a model as an example the you might want to check this out. I know it in blender but you can just have a look at it.
Replies
these are all the pieces
i need
Good place to start learning advanced Sub Division modeling.
Create an account and you can watch all 3 for free.
http://area.autodesk.com/accessdenied?/tutorials/inorganic_modeling_fundamentals_part_1
You have the reference for the pieces, now block the gun out in those pieces. The blockout you have now is one solid piece is practically unusable and will be very hard to manage in terms of nailing down the different forms that are present in the gun. Stop high poly modeling until you have an incredibly solid blockout. Also, I snooped onto your other threads you've posted. Why not go back and finish that stuff? You still have a lot to do to those projects as well friend.
My advice to you is, stop with the relatively complex subject matter and go back to the basics. You need to pick some simple assets, and learn an entire game art workflow. reference, modeling, texturing, and getting it in engine. Only then should you start hitting the heavy stuff like guns and vehicles.
I agree with SouthpawSid. I know most people think that a weapon is a simple thing to model. I am doing some and I have to say that it is a challenge. If you want to see the geometry of a model as an example the you might want to check this out. I know it in blender but you can just have a look at it.