e-mail: josh.josueflores@gmail.com

Class: A-322 Shoulder Cannon - High/Low Poly Sci-Fi Weapon

Class: A-322 Shoulder Cannon High Poly

Class: A-322 Shoulder Cannon High Poly Reload

Class: A-322 Shoulder Cannon: Game Asset

Diffuse Wireframe

Normal Wireframe

360 degree turnaround color

Class: A-322 Shoulder Cannon color turnaround

360 degree turnaround wireframe

Class: A-322 Shoulder Cannon wireframe turnaround

360 degree turnaround normals

Class: A-322 Shoulder Cannon normals turnaround

Class: A-322 Shoulder Cannon Maps

Diffuse Map 2048x2048                                                 Normal Map 2048x2048
Diffuse map Normal map

Specular Map 2048x2048                                              Gloss Map 2048x2048
Specular map Gloss map

PROCESS
The shoulder rifle concept, from Leonid Enin, was an image I wanted to build. My love for machinery and small details were the reasons for choosing this, but on top of that it was also the challenge of making this concept come to life in a game. Once I was given the approval from the artist Leonid Enin himself, the next step would be measuring, planning and modeling. Leonid Enin website: http://leopardsnow.daportfolio.com/

Concept_design

The way my models are started is with a nice block-in of the model pieces. These pieces could be base cylinders, boxes, and splines, but the important thing to know is how every part will fit together. Using a box shape as a scale to my gun, I began placing all the shapes together to form the final block-out. Once the final block was finished, it was now time to size up the sides and begin sculpting.

Block process

Showing process is very much important when showing your work, but also showing the diagram workflow is equally important. My diagram workflow can be shown here; and in order to get the best proportions possible from all angles, it is best to work in quad menu to see the every side as it is adjusted.

Diagram workflow

Protective plates can be found on the side of the gun, and these plates can serve as covers. There was a design element to these plates. The design reminded me of the Adidas logo in which it had a repetitive line pattern.

   1. The silhouette of the plate was created first using splines. It helped to have grid snaps on.

   2. After the spline had been converted into an editable poly, the shape of the plate was converted into a solid plane.

   3. Using chamfer edges on the ends, soft corners would be created.

   4. Now that my initial plates were built, copies would now be used to place in other areas around the gun.

Plate process

3ds max program wasn’t the only program that was used. In order to make the straps that wrap at the shoulder position of the gun, zbrush programming would be used for high poly sculpting.

   1. A block of the strap was created using planes. It was better now to get a good shaping of the strap before taking it into zbrush. The only mission in zbrush is to sculpt folds on the strap.

   2. Once the object was imported into zbrush, multiple subdivisions were added to give more smoothness when sculpting. The brushes that were used here was the regular standard brush with little to low intensity.

   3. Now that the strap was sculpted, decimation was applied to bring this object into 3ds max. Decimating the sculpt, while still keeping the shape is what was wanted.

   4. Last was to use a symmetry modifier to mirror this object to the other side.

Strap process

The concept aspect of the model was now complete, but the model itself was not finished. In order to make this gun even more realistic, a few enhancements were created. One add-on that was modeled was laser sights.

   1. Doing research on laser sights for weapons of today was first examined. Taking concept from today’s sights and on this model, a quadruple sight would be built. To begin, a block-in was built using a primitive cylinder. After the initial block-in, edges were extruded to add detail.

   2. A double sight is created by using a copy of the original front. Since both sights have equal sides, a bridge was made between both. This welded both scopes as one source.

   3. Once one side of the laser sights were built, a symmetry modifier was created to make the right hand side from the gunners view. The block-in of this will be used for futre building of the low poly model.

   4. The laser sights was now finished, and finally bridge was created between both to add support.

Laser sight process

With the highpoly finished and ready to present, the focus was sighted on building the low poly version. There were two ways in which the low could be built from. Here are they are presented.

   1. The first way of low poly modeling is to build the piece from the ground up like this front muzzle. Using a primitive cylinder with chamfered edges, the low poly was created. Applying chamfered edges is best when dealing with tight corners, as the ray cast will catch that edge highlight when baking.

   2. Using a copy of the high poly object as a starter to the low poly was the easiest and fastest way to complete this. The shape was already there, and the only part left is to strip any locking loops and apply a smoothing group. This was the fastest and easiest way to low poly building.

   3. As the low poly model was being built, it was best to split the colors of the high and low for proportion purposes and to see if the low poly body was covering the high. Baking will be the next step after the low poly is built and unwrapped.

Low poly process

While others might take the approach of building all the low poly pieces first and then going in and unwrapping, the approach that I took was to build each part and already test the UV unwrap if it was fit for clean bakes. This was going to pay off at the end, because once the low poly was complete for the whole model, all that was needed is to pack the UV’s. Since each piece had different angles and ways of smoothing, doing test on smoothing groups and seams is best early on to get the best results at the end.

Normal map test


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