Hello there, ive never been very intressted in weapons overall, but i felt like making an FPS game.
Now i got the Enviroments, Characters and other assets for the game but im just keep remodeling my weapons because they do not look like a weapon. It is a Sci Fi Futuristic game so i dont want realistic weapons. But my weapons does not look like something that can kill you, they always look like a toy.
I have tried making a little bit more lashed out and clean, and i have tried to fill the thing with details. But when i import it into Unreal Engine they always look like a toy.
Is there something i am missing? is there something my eyes cannot notice when im looking at a weapon on google?
What is it that makes a weapon look the way it does?
If i made my self clear i’ll be happy for some assistance! Thanks in advance! :DD
Not clear at all. I’m tired of repeating the reasons why, there’s a tutorial linked in my signature for that. You’re asking about a visual problem on a forum about visual arts and you’re making stuff for people to see, figure it out.
So it’s a design problem. It’s not too bad but it feels like it has exaggerated proportions that make it look a bit like a toy. The firing mechanism casing shape at the top looks very familiar to me, it could be from Valmet/Sako RK-62, Sako RK-95, other AK-47 variant or AK-47 itself.
Yes the silhouette is important, it can encapsulate nearly all important aspects of the design, including the proportions.
Would suggest going in an image editor first and start with black silhouettes over a gray background, spending some time on getting those to the right ballpark. Could do the same in 3D but it’s faster in 2D, because you could also pick silhouettes from existing guns and modify those. Make many variations to choose from and once you’re happy with a few of them, could also use the black silhouettes as a mask over some photographs of something else (tools, machinery, vechicles) to experiment with detailing inside the silhouette.
Black over gray instead of black over full white so it doesn’t make your eyes bleed while you stare at the monitor working on them.
Although “the props-designers of science-fiction movies (and games …)” obviously have the added motivation of “making their weapons look cool,” the designers of real-world, functional weaponry are mostly thinking about the user as s/he faces: recoil. Beyond that, they simply want to save weight.
At first glance, two aspects of your weapon seem “out of sorts” to me: (1) the shoulder-stock (which seems oddly-proportioned and not well-suited to an actual shooter’s shoulder), and (2) the entire(!) trigger-section and handgrip area, which seems disproportionate and much-too-large. Furthermore, the barrel section (is there one barrel there, or two?) seems to serve no useful purpose.
If you want to get some good ideas for “fantastic weapons design,” I suggest that you visit your local pawn-shop! There are, if I may say, some rather phantastimoragical(!)realweapons to be found in such places, just waiting for someone to plunk down several thousand(!) dollars for them. (Presumably, they do …) I’m not sure that you could come up with better fantasies than can be found in “real life.”
(Me, I prowl around pawn-shops both to shoot-the-breeze and to look for low-priced musical instruments. But I can’t help but notice the fantastic guns. I’ve had some very(!) interesting chats about such things with the proprietors . . . as soon as they figured out that I wasn’t the slightest bit interested in buying one. There’s real stuff in there that would make The Terminator look silly, although I have no earthly idea how one would clean it …)
I’d second the idea of some design first. Then move onto modeling. It doesn’t have to be hand drawn either. Many people concept with images of real world items. Often chopping, changing and mixing parts with some basic paint overs.
Having a basic character in the scene might help keep the proportions looking believable too. Manuel Bastioni’s character lab could work for something like that.
Unless your intent is to have razor sharp edges, you could try smooth shading the mesh, and adding marked edges to areas that need it. If you want to go the extra distance, then create a high detail model and bake down. I think flat shading throughout a mesh contributes to a toyish look.