Weapon design assessment: 3D modelling.

 

Concept art is not the last part of this assessment. Now I have to make a 3D model in 3D Max. To make it. First step I done was to make a very simple model to help me see the size of the body parts, and what shape of weapon I want to create.

low poly

First model was low poly. To create it, I use simplest techniques as possible like basic shapes at the line. I tested on this model what I remember from the past lessons and decide what parts are most important in this concept.

lufa

Then I start creating the real barrel for my final design. I decide to make this weapon concept in 5 steps: barrel, body, stock, textures and background. To make body shape I used Editable Poly, I changed the shape and I added the Chamfer to make it even smoother. To add a holes in the body part I use ProBoolean tool. Next I add a barrel made of the long pentagon. To make the iron sign I create the shape with use of line and then I extrude it.

mechanizm

The main body part was most complicated one to make. There is most of details. First I made the cylinder to represent the Wheelock space in this weapon an I added the box to make it flat and much longer. Box shape also gave me more options to extent this shape by some additional cosmetics to separate different parts of the weapon, like a border between each other. Next I added the main cosmetic part that protect the flint wheel inside. I added also a magazine under the cylinder. To make everything smoother I used again Chamfer.

lufa 2

When I finally finish the main body, and I joined both parts, the weapon start looking like real weapon.

caly early

Next on the list to do was to make a stock. The main shape I made of the line, and then extrude it. Before I start to add the details to the stock, I add a Chamfer to make it smoother.

closer to finish

On the photo above you can see the trigger added to the stock. Its again made of the line and then extruded. Now its look like real weapon. I am satisfied how the weapon look.

textury

Textures was the worst part to make. Textures I find are bad and some of the is not even fitting the weapon. I would like to do this again and find much better textures for this weapon.

scena

After I finish the stock I start making the textures and background. I made simple room with a table where I placed my weapon. On the back in the corner I also add the low poly version of my weapon.

render 2

The final pictures look amazing for me, I like how dark the room is, and how great the weapon in the corner look. Both of them are in the shadow that hide the basic colours and awful shape.

render 3

Here is closer look from the side. My texturing is still not the best, textures like this you can see in games from 2000s, I understand now how hard is texturing every single prop in AAA games. I also add the shell and bullets on the table because in first versions the table seems to be to empty.

render

And Finally…

Everything went well I think during the process of making this model. I find every single tool I need, the shape of the weapon also looking same as my sketch from my sketch book. In conclusion I think modelling was simplest part of this assessment.

I am also glad of my time plan. I use my time most effectively as I can, I finish very early my model, early enough to have two free lessons.

I think my skills still require a lot of work, because weapons like this people create in 2000s. I must focus on the texturing because the base model is great, I love shape I created, but textures destroying this great weapon concept. If I had option to do this again, I would like to spend much more time on texturing and researching better textures.

 

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