Saturday, 2 March 2013

Assignment 3 - Current gen FPS weapon - High Poly Model

Now that i had created a concept of what i wanted my sniper rifle to look like, it was time to open up 3DS Max and start to model the weapon. Since this was my first ever detailed high poly model i was a little apprehensive but got on with it and started to get into the swing of things.

I began by modelling the body due to the fact that was the main bulk of the weapon and by modelling it first allowed me the choice of which part to model next due to them all linking in some way to the main body of the sniper rifle. Below is a screenshot of the body of the Samurai SNR modeled; 


 After the main body had been modeled i then decided to move on to the stock and handle/grip of the weapon, these turned out to be two of the easier pieces to model due to them both being fairly simple shapes with nothing too drastic to make. Below is a screenshot of the main body, handle and stock;


Next up was the barrel and muzzle break, the barrel was easy to model due to it being a simple cylinder shape, the muzzle... not so easy! I had a lot of trouble with the muzzle as it was a complicated shape to model and get right. Below is a screenshot of the main body, handle, stock and barrel with muzzle break;


After i had modeled the main parts of the sniper rifle, it was then just a case of modelling all the accessories such as the front vents, the clip, trigger, scope and upper stock in order to really make the sniper rifle stand out. I am very pleased with how this turned out and cannot wait to texture it and eventually see it in a game engine. Below are two screenshots of the final outcome of the Samurai SNR, one showing edge faces and the other without;


Wednesday, 13 February 2013

Assignment 3 - Current gen FPS weapon - Weapon Concept

The first step in this assignment was to create a concept of what we wanted our weapon to look like. After a lot of research and due to persona preference, i decided to go with a sniper rifle due to the fact that there is a lot of room on a sniper rifle for modifications and personalizing the weapon in order to make the weapon your own. I first started by creating a mood board which showed a number of designs that i liked and wanted to base my own design on. Below is the mood board i created;


Once i had created a mood board and thought about the sort of shape and aesthetics i wanted the sniper rifle to inherit, i then went on Photoshop and did 4 quick silhouettes of 4 different sniper rifles. After i had done a couple i decided on the one highlighted in red in the picture below due to its bulky size and it looked the most like a sniper rifle out of the four silhouettes. Below are the silhouette sketches of the possible ideas i thought about;


After finding a silhouette that i was happy with i then started my concept design. The theme i was going for was futuristic, with themes like bright neon colours and futuristic looking shapes which i tried to show as best as i could in my concept design. The picture below is my final concept design of the 'Samurai SNR' the weapon i will be modelling and texturing;

Tuesday, 12 February 2013

Assignment 3 - Current gen FPS weapon

For our final assignment of the year in 3D modelling we have been tasked with creating a concept, modelling and texturing an FPS weapon using current industry workflow. We have been given 7 weeks to complete this assignment, with the hand in date being April 1st.