This year we got given the choice, it being our final year, that we could work as an individual, and produce a lone piece of work, such as a selection of triple assets, or we could work in a group, similar to what we had been doing in the previous years. It started of to a degree of difficulty. The plan my group had set out to do after summer had fallen apart and we lost key members of the group, downsizing the whole operation. In the end, Me, Ben Matthews and George Burchmore decided that we were going to continue with being a group and try to make something to be proud of.
After much brainstorming, we decided to stick with what George wanted to do, with him being the game designer, we didn't want him to lose interest in the project. We all are big fans of FPS's (First Person Shooters), after what we managed and learnt in the last project (See "Red Hail"), we felt a progression on this would be ideal. The Thematic synopsis of the game that we intend to create is essentially a shooter based in the 80's, as well as being set in Miami. We really were interested in the "Vice" theme. It features in such films as "Drive" and shows like "Miami Vice".
As me and Ben are environment artists and George being the Game Designer, we were servery lacking in a concept artist of any kind. However, a pro to basing our game on a real world setting, we could literally base it on reference that already exists. meaning that me and Ben could get started on the modelling side of things. I was given two guns, which are seen as iconic from that period of time, to model for the game. The guns that I was given were the "Desert Eagle" and the "M16 with Grenade Launcher (Scar face Style)".
I first started with the Desert Eagle. The best way to start the project in my opinion, was to gather many references from all angles, of the gun, meaning that I could get a clear image of what the gun geometry should be like. There were many tough shapes that I had to create for this gun, but believed that this was achievable. We also where looking into a way of modelling called "Sub D modelling". This was using the smooth tool, but at the same time, using "Support edges", which would guide the mesh, meaning that it didn't create an odd shape and at the same time giving a nice finish.
| The "Support Edges" in "Sub D" modelling. |
In the end, the pieces that where cut out and separated were the back of the gun, so it could pull back when you fired the gun, the trigger, so you could see your character squeeze every time and the action of actually killing someone and finally the hammer, so it could pull back when the gun fires.
| The Gun opens up, for the Reload Animation. |
| Having to Cut Down the Poly Count. |
| The End Poly Count/Low Poly Model. |
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| Final Render of the Gun. |




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