High poly

I began the project by modeling the gun in a high-poly version in Maya, Even though the concept was great, it wasn’t clear in certain parts of the gun with the dimension and form, an easy solution to solve these questions is to get the answer from the all-time best teacher “Google”. When modeling this gun, I blocked it out with procedural boxes and cylinders, to keep the shape along with the original concept. Once I got that blocked out done, I began to merge different parts, and make sure which parts is merged and separated. I then created the bevels on the objects, keeping an eye on different edges and corners that have different thickness in order to make them catch the amount of light differently, the variation of how the light hits the gun gives the gun a more realistic look. Finally I put shaders to different materials with different color, this will help substance to generate an material ID map as a mask. One helpful tip I learned from the instructors at Gnomon: the outlook is very important to sell the model, but the right naming, the right scale and the clean mesh, etc… make the model utilizable for other people and make us like a real professional, so make sure we check them every time at the end.

The Low poly