Final Submission
I am so excited to share with you my final renders! I hope you like them! ☺
I am so excited to share with you my final renders! I hope you like them! ☺
Here is an update from the Substance Painters viewport, I still want to make some changes before posting the final renders.
While going for a walk in my neighborhood I gathered some photo references of rust, old wood and damaged old paint, which are not only good texturing references but also perfect for creating Stencils in Photoshop and then using them in Substance Painter for more realistic results.
In Maya I have added basic Color ID materials on the High-poly model for Cables, Metal, Wood, Plastic, Glass and Fabric to make the texturing process.
I created two more Smart Materials of fabric and plastic in Substance Painter. I realized I haven't showed the UVs of the model so I'm uploading a screenshot of them as well.
I managed to create a few Smart Materials ( Wood, Rust, Metal and Paint) in Substance Painter that I am gonna be using for the texturing process.
So far this is how my Low-poly model looks like, I might make some more changes and optimizations.
I just started making the low-poly model and I stumbled upon an interesting issue that some of the other Maya users may have also experienced. The issue is related to the curly cable of the weapon. I have already made the high-poly of it using a Helix and the EP Curve Tool in the exact shape I want it, but now how do I make a low-poly that matches? This MEL command was the solution of my problem and saved me A LOT of time: polySelectEdgesEveryN "edgeRing" 2. The command selects every other edge loop using a MEL Script and running it 2 times with Ctrl + Delete gave me my low-poly mesh of the curly cable. I hope this update helps somebody and save them time as well! ☺
I wanted to have some welding details holding the 2 water pipes together, added some to the 2 side parts and on the metal part of the handle. I did the welding sculpt in Zbrush with an Alpha that I created in Substance Designer to speed up the process and to have time to make the sculpt of the wood details. Before starting to place the welding Alpha on the model I created a Morph Target of the model and then every detail that wasn't looking good I removed with the Morph Brush. On the wooden parts I added only the bigger cracks and changed the silhouette.
Today I finished my High-poly model of the gun, I had to fill a lot of the holes in the base and change it a little from the reference to be more interesting and to have differences on both sides. I added more cables and decided to ad tape and cloth to the handle.
Hello there! I just created my first blockout of the gun in Autodesk Maya. At this stage I had to decide the dimensions of the 3D object to save myself rescaling issues in the future (which cost time to be fixed). The Unreal Engine Mannequin is 1.80 meters tall (approximately 5.9 feet) and is easily accessible to everyone, which is the reason why I imported the model in Maya for a scale reference. The gun turned out to be bigger size than what I first expected, but considering the parts I used to assemble it, it just made more sense to make it bigger as displayed in the pictures.
I browsed through a lot of references but for the concept design I actually used only the ones that made sense when put together. I created the concept in Photoshop by making a collage of bits and pieces of the references I gathered to create a balanced silhouette and have an idea with what materials I am going to be working in the texturing part of the process. The design details on the model may be changed or differ from the concept, I will definitely change the colors to make the whole look more interesting and vibrant.
The base of the gun is an Electric power steering rack and a Compressor pump suspension. For the barrel of the gun I used metal pipes with a water valve, some old wood for a better grip and a flashlight with sun batteries. On one side of the gun there will be a can from the fridge used as compressed air container with pressure adjustable regulator. Last but not least a little cute charm and the wooden handle for luck and heartwarming memories.
An Apocalypse is never scheduled for the ordinary person, it just happens out of the blue. It's your usual Tuesdays, you just came home from work and watch TV on your couch and all of a sudden a shockwave hits the house, knocking the TV off its stand and you off the couch, the power cuts off, followed by a dead silence. You stand up after a few seconds of existential pondering and realize you're going to miss tonight's episode of the "The Bachelor" (because, you know, priorities) then run to the garage. If you survived, then out there are more survivals who will fight for the available recourses and you are definitely gonna need a serious survival weapon. In the messy garage is your broken car, tools and a suspicious amount of boxes named "Stuff I might need later". Then, in a moment of pure genius (or madness), you decide to create the perfect apocalypse weapon: "The Ender of Tuesdays" gun.
Name: Maya Ivanova
Country: Bulgaria 🇧🇬
I have read the terms and conditions and and am eligible for prizes!
Hello! I've just enrolled for the challenge and I am currently exploring and researching some of the ideas I have for what Apocalyptic weapon I want to create. In the next few days I will be posting a concept and a mood board to show you with what weapon design I want to proceed.🙂
I am so excited for the opportunity to participate and can't wait to start! 🍀