I started by watching intresting designs from pinterest, after that I started blocking silhouette with basic shapes. When I had silhouette I was satisfied with I started to flush out shapes in more detail, gradually adding subdivs and support loops.
Design is inspired by Fallouts retro future, guess something like this could be found in post-apocalyptic future!
The only issue I see with it is the placement of the grunge.
I see scratches on the flat surfaces, but not a whole lot on the corners, it should be the other way around. Scratched edges, and cleaner flat surfaces. Also if you add in a very dark layer of dirt, it makes a HUGE difference.
I hope that will help, good luck on the next project!
Cables are curve paths which have been then given depth and after that converted to meshes and unwrapped. After that I basicly just created procedural texture with wave texture node, used that as mixer in few nodes and generated bump map from that to make the effect that wires have depth. If you guys want I can post node tree later on!
Special thanks to ferratank for awesome critique, you are absolutely right. Here’s two new high res renders after I fixed issues you pointed out.
Wow! really fantastic modelling and magnificent texturing especially
Personally I think you could go even farther if you added dirty smuggy fingerprints like the white tape on the handle has been heavily used… sort of like hockey stick tape with extensive use.
That’s a good point. Unless it’s brand new tape that would be the dirtiest part of the gun. So I’d say either do that ^ or, model a fresh roll of tape right next to the gun
Ah yes, so much better! I am happy you took my advice
It’s funny, you can tell a whole story through grunge. It is exactly like adding words to a book. When the reader reads the grunge, they can tell how long it’s been used, how it was treated, how it was used etc…
I would also add scratch marks from the cable rubbing against the metal body.
Last image is just a photoshop, used crysis screenshot as base and added my weapon pov render on the top of it with some compositioning in order to fit it in