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Hunting rifle and Armor-set
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Hunting rifle and Armor-set

by PeterHolton on 26 May 2023 for Rookie Awards 2023

These are the two most recent personal projects I have finished this year. An FPS-Style Weapon model and an MMO-Style Armorset.

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Prince Quadruple - Custom Premium Hunting Rifle

Recently finished up this game-asset set I´ve been working on for a bit, my latest deep dive into creating assets for games. This time taking a jab at modeling a weapon following the specifications of modern AAA-FPS. A 4-barrelled custom premium hunting rifle, the Prinz Quadruple.

I followed mainly tutorials by Alex Medina and Tim Bergholz. I learned a lot along the way and received a lot of great feedback from classmates and friends.

Alex Medina: https://www.artstation.com/unrealer
Tim Bergholz: https://www.artstation.com/timbergholz

As for the process that I had, I tried modeling more using booleans, attempting to stay less destructive than I usually do. This would prove to be very useful, as a lot of my references are from different individual rifles. The custom high-end nature of these rifles means that they are unique in both their aesthetic and their measurements. Having this less destructive workflow allowed me to iterate and rescale these pieces a lot easier.

The only downside, was when I personally got too stuck in this method and used it on pieces or details that did not benefit from it.

These images show some of my references and a bit of my work while doing the basemesh and figuring out the measurements:

After finishing the basemesh, I moved on to the highpoly. This was following mostly Alex Medina's tutorials, and using mainly the "Remesh" workflow in Blender. Taking the more complex pieces and essentially voxel remeshing them till they get a nice shading.

This worked great overall, except when my workstation complained or took a little long to compute changes. If I were to redo this stage, I would limit myself more, and not use this method quite as many pieces as I did this time around. A couple of the larger simpler pieces didn't need this approach, and wreaked havoc on my computer, as the voxel remesh can get very heavy with larger meshes, as you attempt to keep some of your details. Lessons learned :)

Here is another dump of images from my highpoly creation process:

I did not take a lot of screenshots or write a lot of notes doing the lowpoly/UVing or baking stages but this is when I started mixing in the ChamferZone tutorials.

Once in texturing I also received a lot of essential feedback from my previous teacher Pat Imrie and another talented artist Jessica Jennings on various improvements. This was of course on top of the piles of great feedback, I got from my current classmates at The Animation Workshop.

Images from the texturing process:

Finally I rendered the asset in Marmorset and did some post-process edits in Photoshop.

Thanks for reading :)

Here are some turntables:

BladeCaller - Ashes Of Creation

Earlier this year I finished up this armor set I´ve been working on for a bit, second deep dive into creating assets for games. This time trying creating an armor set following the specifications of modern MMORPGs, specifically attempting to simulate and fit into the production of Ashes of Creation, currently being produced at Intrepid Studios, Inc.
I learned a lot along the way and had a lot of great feedback.

Special thank you Jessica "Jincy" Jennings for the incredibly helpful feedback, and to everyone else at Intrepid and in my class, who took their time to give some tips and tricks along the way.

- Based on Mathias Meyers concept ( https://www.artstation.com/lovecroissant )

Thanks for reading :)


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