Ruger Mini 14 Progress Thread

polycounter lvl 15
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RyRyB polycounter lvl 15
**** Updated 11/2019 ****
I recently decided to resurrect this project in the past 2-3 weeks and didn't want to start a new thread. The focus of this project was to try out new workflows and techniques and this hasn't changed. I'm going for mostly accurate representation of each part of the rifle and still be in the realm of real-time friendly. We'll see how that goes. :)

I've got the trigger and magazine groups to roughly 90% final state. There are some minor fixes here and there but I'm content to fix them at a later date. The updates are posted as replies. For more information, I do update my Artstation blog on occasion with more work in progression-type shots: bakes, wireframes, etc. 

Below is the original post and screenshots of the blockout/high poly models. Read if you're interested; if not, just scroll down to see updates.

Thanks!

===========================
Hey folks!

Been working on this project on and off during lunch and posting progress in WAYWO...figured it was about time to make it official. :P

Goals for this project are to try new workflows/techniques and refine old habits. I realized I was getting into a rut with my pipeline about a year ago and have been making a conscious effort to get out my comfort zone ever since.

I chose this weapon because reference is easily available and it looks pretty damn cool. :)

(A lot more photos are used but this is where I started)

Anyways, here's the blockout phase so far!







Still have *lots* to do with the blockout. Thanks for looking! :)

Replies

  • Daf57
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    Daf57 polycounter lvl 5
  • RyRyB
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    RyRyB polycounter lvl 15
    Trigger group bakes and materials:


    Magazine group bakes and materials:


    And both pieces together for grins:


  • tynew
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    tynew polycounter lvl 6
    This is awesome, great attention to detail! What made you want to model the internals? Most games don't go usually go this in-depth for upgrading parts. 
  • RyRyB
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    RyRyB polycounter lvl 15
    Thanks Tynew. 

    When I started this, I think I wanted to do something that was a little more in-depth than what you'd get out of a normal game asset but still be real-time friendly. If I remember correctly, it was either this rifle or a helicopter main rotor assembly. And internals are always cool looking to show off. :D
  • RyRyB
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    RyRyB polycounter lvl 15
    Update time:
    - Receiver bolt and firing pin low poly, bakes, and base materials. 
    - Round low poly, bakes, and base materials. 


  • Kanni3d
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    Kanni3d polycounter lvl 4
    Great work, very slick bakes too Care to elaborate what are some of these new workflows you speak of? :) 
  • ThatHucGuy
    The bakes looks great, what texture resolution are you using and how many uv sets are there?   :)
  • RyRyB
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    RyRyB polycounter lvl 15
    Thanks guys!

    @Kanni3d - Nothing crazy or new here, just new/different stuff for me. When I started the process, I was playing a lot with modifiers in Max and trying to automate as much of the process as possible for the high poly. Now I'm attempting the same with the low poly and UVs. So far, I've been using Blender and Maya to do this. Each grouping (trigger, magazine, receiver bolt, and round) has taken about 30 mins to generate low poly geometry and UVs; a good deal faster than manually doing it. I plan on doing a full write-up when the project is over...if I can remember everything. I'm also doing the majority of the low poly, UVs, and materials on a trackpad while on a bus. So it's definitely forcing me to rethink a lot of how I do things.

    @ThatHucGuy - I'm planning on breaking the gun into the following groups: stock, barrel, receiver group, magazine, trigger assembly, and various accessories (scopes, etc. if I get that far). Right now, the textures are sitting at 2k for each. It's not terribly optimized but I'm going for quality while still being realtime-ish. I fully expect the final gun to be around 40-50k tris and a mix of textures ranging from 512 to 4k. 

  • Kanni3d
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    Kanni3d polycounter lvl 4
    @RyRyB

    Ahh neat, but traditional sub-d for your high res meshes in Max?
  • RyRyB
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    RyRyB polycounter lvl 15
    @Kanni3d It’s a mix of traditional subd, straight geometry on simple meshes, and booleans on complicated pieces. It’s definitely a mashup of various techniques; essentially whatever was fastest/easiest for the piece. 
  • Sage
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    Sage polycounter lvl 15
    Really nice work.
  • RyRyB
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    RyRyB polycounter lvl 15
    @Sage Thanks!

    Small update:
    - Receiver frame/base cleaned up and processed through ZBrush (the go-to $900 edge softener).
    - Charging handle cleaned up (subd).
    - Roughly put into place next to low poly elements to test fit.



    Still some errors to fix on the receiver frame but it's looking acceptable so far. I'll be moving onto the smaller pieces of the receiver and iron sight next.

    Thanks for reading!
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