The next gun that I was tasked with creating was the M16. We all felt that this was an important gun to include, because not only does it feature in many different video games, but also in 80's action films, one of our main influences features many different versions of the gun.
The one that we took main inspiration out of, was that of Scarface. Its quite an iconic gun in the world of cinema, especially famous for the double mag with tape wrapped around it and grenade launcher along the bottom.
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| A Render of the high poly |
This gun was a bit tougher to tackle, due to the sheer shape and size of the model. A lot of detail had to go into it and by doing that, the poly count of the gun had risen dramatically. At one point, I was over at least 1 million tris, outside of ZBrush, which is not a good thing. This meant that it would be harder when it came to tackling the low poly.
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| Side on view of the gun. |
I was really happy with the end result that I managed to achieve with the high poly model, perhaps one of my most impressive models to date. The next stage, in my opinion, was a lot tougher, having to slowly pick apart the model, bit by bit in order to lower the poly count, but at the same time, not alter the shape of the model too much.
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| Front of the Gun. |
After a long period of creating the low poly assets, I had to map the whole gun. This again, was an extremely strenuous task, as there where so many little parts to the model, having to map each and every single object.
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| The Gun textured. |
After the mapping was achieved it was then time to move onto the texturing. I was extremely tempted to use substance designer here and try to widen my horizons, however I thought, with it being a project piece, it was most likely the best to stick with what and knew and keep with Quixel,
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| The Geometry of the Gun. |
I was really happy with how the gun managed to turn out, I can see the improvement in my work, which shows a development and understanding of the programs as a whole.
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| The Gun in the Game. |
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