Recently i've been working on an assault rifle for the soldier and spaceman characters. This has allowed me to practice hard surface modelling in 3dsmax and also try out Substance Painter for the first time. This is a concept designed by myself using some reference images as inspiration. I wanted to create something that looked high detail and realistic.
Starting out in Photoshop I blocked out a few simple weapon shapes as silhouettes. After deciding which shape I liked best I then detailed and added features to the shape to create a unique look that I wanted to work on. Rather than just creating a low res model like usual I decided to see how professionals create hard surface assets by following a tutorial which I found on youtube.
The tutorial is a step by step demonstation of how to create an AKM model that would be suitable for a game. By applying the techniques in the tutorial to my own model I learned a great deal about the modelling process and how to get the best results in the finished asset.
I put a great deal of time into the high poly asset which ended up being about 2.5 million tris. As well as many tools that I'd never used before I also learned about how to create a quality uv map that would give me good results when baking the normal map and designing textures.
The tutorial also allowed me to get to grips with substance painter for the first time. This should allow me to create more photorealistic textures and will hopefully improve the overall quality of my work.
I have decided to re-work some of the characters a made over the last few months to try and get them up to standard. I hope that by having lots of detail and realistic textures I will be more attractive to employers looking for junior artists.
I have decided to re-work some of the characters a made over the last few months to try and get them up to standard. I hope that by having lots of detail and realistic textures I will be more attractive to employers looking for junior artists.