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Mod. H&K UMP with Attachements

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polycounter lvl 11
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Gazu polycounter lvl 11
Hi Guys!
Long time not posted any new stuff from me.
So at the moment im working on a new weapon, its a modified Heckler&Koch UMP with some Attachements.

There are still things to do on the HighPoly, some missing screws as example on the Picatinny Rail, a Flashlight, a Railpanel or a Foregrip.
The most things are done by Real Life References. But some shapes are done from my mind.

First i modelled a standart UMP, but then the standart rear sight and the standart stock became not good looking in my eyes. So i decided to make it modified with a M4 Stock, some Sights and a clasp.

Work in Process

So thats it for now.
Hope you guys like it, and im open for critique.

Thanks and greetings,
Gazu


EDIT:
Finished :-)
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Replies

  • CougarJo
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    CougarJo polycounter lvl 6
    Cool to see you post again :D I love UMP45!

    High poly looks nice! Maybe the edge at the back of the laser block is too tight?
  • Obscura
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    Obscura grand marshal polycounter
    Hmm nice job and presentation :)
    Can't wait to see the final result!
  • Gazu
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    Gazu polycounter lvl 11
    Thank you Guys! :)
    Yeah youre right Cougar. The Laser Sight is sharp edged at the back.
    Thats because the reference is sharp,too. And another reason is that this little outcoming Pins are extruded, not only a new cylinder, so to have a nice clean Shading all over the border edge i made an inset.
    dt49bhae.jpg

    Thanks,
    Gazu
  • CougarJo
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    CougarJo polycounter lvl 6
    Ah yep I see! Can we see wires? :D
  • Gazu
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    Gazu polycounter lvl 11
    Oh No! ;)
    High Poly Wires are terrible! :D
    But im using no Floaters ;)
  • Gazu
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    Gazu polycounter lvl 11
    Added the Flashlight and the Foregrip:
    t677wi5t.jpg
    ajwh3jxp.jpg
    rqb53zcu.jpg
    Next thing to do are the Remote Switches from the Flashlight and/or the Lasersight.
  • CougarJo
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    CougarJo polycounter lvl 6
    Nice modeling! Don't have critics for now! It's going to be good!
  • Gazu
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    Gazu polycounter lvl 11
    Thanks dude.
    At the moment im not sure to make a cinematic version of it or a LowPoly.
    Must think about it.

    Gazu
  • SaferDan
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    SaferDan polycounter lvl 14
    ooooft dat modelling is crazy nice <3 good job man!
  • Polygoblin
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    Polygoblin polycounter
    Impressive attention to detail and lack of floaters. You modeling everything by hand or using meshFusion?
  • Gazu
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    Gazu polycounter lvl 11
    Hi Guys!
    Thanks, its headache work with long modeling nights only in Max 2015 per hand.
  • Polygoblin
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    Polygoblin polycounter
    *tips hat* well done, sir. A lot of good looking shapes flowing together. The hard work paid off
  • Gazu
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    Gazu polycounter lvl 11
    Thanks Polygoblin! :)
    Must bring the HighPoly to the end soon.
  • woot
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    woot polycounter lvl 5
    very nice, only thing ive noticed is the teeth on the rails might not be correct. instead of the whole hexagonal shape being out, the bottom halves of each should be connected, like this:

    USC-UMP-4.jpg?t=1289444566

    besides that, its impressively detailed work man!
  • Gazu
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    Gazu polycounter lvl 11
    Woah, good eyes man.
    Yeah i know what you mean and youre totaly right.
    The Picatinny Rail is going just to the half. Never saw that until you told me ^^
    Thx, i will correct this :)
  • Gazu
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    Gazu polycounter lvl 11
    Added a Tangodown Railpanel on the right Picatinny Rail:
    b3fnph2t.jpg

    And corrected the PicatinnyRail, also added some hexscrews to it:
    xmfz6c5o.jpg

    And together:
    xb2yylnc.jpg

    Right Side of the weapon is still to empty, must add something to the right side...hm.....
  • Gazu
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    Gazu polycounter lvl 11
    Added a Double Magazine Clamp and found the time to detail out the Stock a bit more, whos not finished yet:
    rg32gyb5.jpg
    gpdnyiah.png
    Please give no attention to the unfinished remote switch from the flashlight.
  • Gazu
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    Gazu polycounter lvl 11
    Hi Guys!
    I think the HighPoly is done.
    Didnt made the Switch for the Flashlight. Maybe it would be to much.
    Tried some Dark Earth Color Variations:
    rbi7athc.png
    3e3l68fw.png
    96sb7dep.jpg
    y2vffifl.png
    8h6wu4y8.png

    So what do you think.
    Any suggestions?

    Thx and Greetings,
    Gazu
  • Gazu
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    Gazu polycounter lvl 11
    So these are the latest HighPoly Pictures:
    ccexc4hy.jpg
    2bensj3k.jpg
    2rwcfkw5.jpg
    txk3l6wy.jpg

    And i started to work on the LowPoly with Material IDs in Max: (All Strange Colors means : LowPoly Done, all "Normal" Colors means : LP not done) ^^
    vermd6aj.png

    At the moment im not sure how to make the Ammo, which is visible on the side of the Magazine.

    To bake it on a Plane or to use real Cylinders?
    If i would let the Cylinders be 18´sided, all the visible Ammo would have a Tris Count of 8400 TRIS... LOL....
    This means, if i make them 6 sided, i will have a tris count just from the Ammo of 2800 Tris. I think for a good bake i need min. 8 Sided Cylinders, right?

    Edit: Progress takes a bit longer, because i have things to do in real life Q_Q
  • Gazu
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    Gazu polycounter lvl 11
    Yeah!
    Some time to work on my UMP.
    I made the UVs and the LowPoly Weapon without Attachements.
    I made some Testbakes in Unreal. Still some Errors in the Normal, this will be fixed soon.
    vc1nmfcawso.png
  • Obscura
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    Obscura grand marshal polycounter
    Choool! Actually I missed almost the whole thread earlier.... If you continue going this way, you will be a kind of Lonewolf one day, just keep going studying, and practicing. I still see some.. emm... Some edge thingy, but the overall feel is great. Also, welcome back! :)
  • Gazu
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    Gazu polycounter lvl 11
    Hey Obscura! ;)
    Oh, Lonewolf´s stuff is awesome, his work inspired me.
    5 am in Germany, time to go to sleep for now ^^
    Will finish the normal after a bit of sleep!

    Thanks dude!

    Edit: And yeah, some Edges are to sharp. Will smooth them :)
  • Xizu
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    Hi, may I ask, what software did you make the renders in?

    Really good model too.
  • Wesley
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    Wesley polycounter lvl 13
    This is super nice. You mentioned you didn't use floaters and everyone was modelled; just wondering why you decided this? Surely floaters cut down time spent and make things easier?

    Also any chance of some wires/tri count for your LP? Also what tex res this will be at?

    Keep it up!
  • Gazu
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    Gazu polycounter lvl 11
    @Xizu : Thanks Dude! HighPoly rendered in Keyshot.

    @Wesley : Thanks Dude! The most things are modeled in because i wanted to increase my hard surface modeling skills. Floaters are to easy ;)
    odvc5zb4tz.png
    You may ask why 17k? Well, because of the Bullets.
    th5vz5cnwhj7.png
    And here the unfinished UV Layout.

    At the moment im killing this stupid Smoothing Group Shadows by Cutting my UVs at an lower Angle.
    I think with all Attachements and Bullets in the right Magazine (At the moment i have only Bullets in the Left Magazine) it will be about 30-35k. I hope it will be lower ^^ but as you can see the main weapon is good low. I dont know where to clean anymore ;)
  • Obscura
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    Obscura grand marshal polycounter
    You have all the bullets UV'd individually??

    - The 35k would be ok for a next gen weapon in my opinion. It really shouldn't be a problem, except if you have limits.
  • Gazu
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    Gazu polycounter lvl 11
    @Obscura: At the moment yes. But i think for variation 3 will be enough, the rest will be copies.
    But first i want a clean bake ^^

    @Shinigami: Yes, this will be headache, but i think in a few hours i will learn the positions of alle of them ^^
  • Obscura
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    Obscura grand marshal polycounter
    Shinigami - You can bake material masks, and apply them , so you can clearly see what is what on the uv.
  • Gazu
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    Gazu polycounter lvl 11
    A Element or a Polygon can have a Color, for example : Red. Now when Texturing, you can use the Red Color as a Mask for Texturing. So that you can see where the Shells are ^^ Everywhere where the color red is, is the Element that you want to texture.

    @Wesley: Sorry i forgot. I want 4K for the Weapon and 4K for the Attachements.
    But i can still decrease the Maps later, when its to Overkill. So first i start big.

    @Obscura: Thanks for the kind words that 35k will be ok ^^

    @Edit @ Shinigami : Just bake out a Blockout Map in TexTools.
    Then you can see what we mean.
  • Shrike
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    Shrike interpolator
    Looks great so far

    @Gazu, you can also have your 3D package open on second monitor and select the face on the UV you try to find out what it is on your 3D model
  • Gazu
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    Gazu polycounter lvl 11
    @Shrike:
    Yes thats an opinion,too. Thanks for that :)
    But actually i have only one monitor :( sometimes that disturbs. But i got used to it. And its 27" ^^
  • 3dshay
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    Very cute man, really enjoyed looking at it, the only minor thing I noticed is that the edges in the attached images could be a but sharper/harder ;)
  • Gazu
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    Gazu polycounter lvl 11
    I think the bake is done:
    ydeqzpjhpd.png
    @3dshay: I made it a bit harder ^^ , Thanks :)

    Catmull Rom/Hammerslay @ 1 :
    negq6k2bc6rj.png

    I found some spots, that still has to be tweaked :)
    But i think 97% of the normal is done. ^^
  • Chase
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    Chase polycounter lvl 9
    I can't wait to see the texturing cause I'm texturing mines! Are you going to use metalness or roughness?
  • Gazu
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    Gazu polycounter lvl 11
    You doin a UMP,too? Show it to me ^^
    Im not sure about Texturing for now. I think i will make the Albedo, Specular, Roughness workflow.
  • Chase
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    Chase polycounter lvl 9
    Oh I meant im just doing a weapon too ^-^ I'm using the metalness workflow on my sniper. Getting material definition is really fun
  • Gazu
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    Gazu polycounter lvl 11
    3D is fun :)
    Here the normalmap from the pictures above:
    cj8jme2l4kp7.png
    Dont like this purple shadows, so still have to do some uv cuts to solve this, even if its not visible on the mesh. But for Textur presentation ^^ Stupid smoothing groups cant even handle less then 90° to look good on the texture >_ <
  • Obscura
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    Obscura grand marshal polycounter
    Dude I wouldn't care how the texture flats look if they look nice and professional on the model. It would be just a waste of time to reduce these very small and not visible artifacts, and also you would just make more verticles. No reason for doing this in my opinion, but you know what you want :)

    Anyways, as the others, I'm really interested to finally see this textured!
  • Gazu
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    Gazu polycounter lvl 11
    Hey Obscura, actually its just cutting UVs, to lower the Angle for the Smoothing Groups, nothing more.
    Here my cutting plans :
    216vd931vilk.png
    The rest is good ^^
    For the Texturing im not sure, first to bake the attachements and then to texture all, or to texture the main weapon first. I will see ^^
  • Gazu
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    Gazu polycounter lvl 11
    mpe6qfwtk7h.png
    UE4 Render:
    suyjrvuywxm.png

    Now im happy after 100 new bakes ;)
  • C86G
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    C86G greentooth
    While I REALLY like your work here, I wonder about that stock. Is it supposed to be the magpul ctr stock? I´m about to model one too and right now I am gathering reference material and yours doesn´t look like the one I know so far. Are there different versions or did you just not care about the real stock?

    Don´t get me wrong, I love your gun!
  • Gazu
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    Gazu polycounter lvl 11
    Thanks C86G

    I found mine over Google Pic Search and its not an Magpul.
    There are a lot of different M4 Stocks out there. Magpul is a famous one, yes ;)

    972740.jpg

    Thats mine, but i changed the Holes from 3 to 2 to better fit the Topo ^^
  • Polygoblin
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    Polygoblin polycounter
    bake looks very good. Next time try to mirror over more UV shells. I see some UV islands that are alike and the more you can mirror, the more UV space you can use. You should only have to unwrap one bullet, for example. Go ahead and finish this thing up, but keep that idea in mind for your next project.
  • Gazu
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    Gazu polycounter lvl 11
    Sir yes sir!
    I saved out the Bake Scene in Max. A rebake should not be a big problem.
    s7497wnisx99.png
    TexTools Material IDs applied as Albedo to easily identify what color what is ^^
    Now i will go over to find a nice mix of Desert Colors.
  • Gazu
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    Gazu polycounter lvl 11
    7jwjn6kokdhe.png
    Some Texturing. What do you guys think. Right way or not?
  • GrungyStudios
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    GrungyStudios polycounter lvl 8
    texture looks good to me
  • beanster
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    beanster polycounter lvl 2
    Looks good, maybe a bit too cloudy. Maybe have a bit more edge wear. Otherwise is pretty good.
  • Gazu
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    Gazu polycounter lvl 11
    hcexbe9iv23w.png
    A render in Unreal Engine 4.
    Actually it was my goal to render the Weapon in Unreal, just to get more in Contact with an real Engine.

    Edge Wear is a good Idea, will do that.

    What i´ve learned using Unreal?
    Its much harder to get better results then a render from toolbag.
    Starting with the Mikkt Tangents that a Bake from 3DSMAX doenst Support.
    Over the Lightning Setup which is not easy to create to get some "better" results.

    Map Workflow is Albedo, Roughness, Metallic.
    Completely done in Photoshop, no other Tools, just for learning purpose ^^

    What i see now and what i dont like : The Handgrip is to blocky :-(
    But it doesnt matter now...

    Thanks Guys, will work on the texture!
  • Shrike
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    Shrike interpolator
    there seem to be shading issues on the picatinny rails on front, or is that the texture ? it looked fine on the normals only pic before
  • Gazu
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    Gazu polycounter lvl 11
    Habit to Bake in 3DSMAX. I like to see the Red Ray Miss Check so i can align the cage better and faster.
    Other Places are fine. Its only the Picatiny Rail.

    Edit:
    The Rails will be covered by a Rail Panel and a Flashlight.
    So, should i make a bake in xNormal? ^^
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