This weapon is for an assignment in my Advanced Modeling class. Unless we were a competent concept artist, our teacher wanted us to mash together images that we found online. This is what I have so far:
This is due in 3 weeks, so high poly progress will be uploaded by the end of the week.
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Kinda disappointed with the fps view. A minigun isn't really seen in the HUD considering how it is held. I exaggerated it a little bit so you could at least see part of the handle.
My tricount is 13,825 and I am using a multisub object of 1 2048 & 1 1024 map.
I understand that my Lowpoly is still somewhat high and I should be aiming for around 10,000. This is proving difficult considering how many cylinders I have in the mesh. The barrel is also transparent and you can see the objects within it. These 2 factors added a lot more tris than I had anticipated.
I will try making a LOD of this mesh w/ around 10k tris, and post up renders of both to show what happens when I do collapse my cylinders. But right now my main priority is textures and materials.
Here is the final cannon rendered in UDK. (Wireframes rendered in 3dsmax)
Maps also included:
the 512x512 was a compensation for several mistakes that occured when I was in engine. I originally had the wires packed with my glass material, but they ultimately turned invisible even after masking them. I also needed geometry within my small tubes in order for them to both have glass and be able to light up. Long winded yes, but I wanted to explain myself, and obviously will not have the extra map in future projects.
David - I absolutely agree with you, I was realizing how concrete the regular metal looks compared to the brass. I will mess around with the spec map more and try to push that blue sheen to it. I will also be adding directional / spot lights to the actual scene to really punch the sci fi mystery behind the weapon.