WORKSHOP #4 - High Poly Holographic Sight

36 replies [Last post]
JBaldwin's picture
Posts: 2162

This workshop is going to be a simple, yet challenging a one!
The rules are simple:

1. Grab as much reference as you can of Holographic Gun sights

2. Model it to the best of your abilities

Goals:

Create a high poly Holographic Sight with clean and complex geometry.

I can't wait to see what you guys can cook up Laughing out loud

-Jeremy- 

 

 

J24's picture
Posts: 68

Hi Guys, 

Just done the block out and started to tweak them and with a little refinement. 

C & c will be appreciated. Smiling

e3d_holographic.png
susheel kumar's picture
Posts: 1

nice going best of luck

 

devingeesr's picture
Posts: 29

Here I got throwing my hat it here is a couple of hours in:

devingeesr's picture
Posts: 29

JBaldwin's picture
Posts: 2162

Wow, already some great work guys!

@J24 - Excellent Blockout. Can't wait to see some more progress shots!

@devingeesr -Looking great so far man. This is really starting to take form.

Great job once again guys! Laughing out loud

-Jeremy-

tac0m's picture
Posts: 109

aaaaahhhh hahahaha i didn't see this workshop. I'm currently modeling an eotech.. that's awesome

 

tac0m's picture
Posts: 109

This is from the eotech i started today on my scar light. It's funny this workshop is here as I just posted some progress on my scar. lol GG jeremy

eotech.jpg
JBaldwin's picture
Posts: 2162

Nice man! Right on time haha. Its looking sweet so fa man. Laughing out loud

-Jeremy-

makan_ansari's picture
Posts: 112

Nice Progress Keep it up Smiling

marabello31's picture
Posts: 1

Smiling nice, i would try to do it...

 

austie702's picture
Posts: 49

what is the deadline here?  I'd love to throw a model  in but I don't know how my free time is looking..  Thanks in advance, anybody!

-Austin

 

metalliandy's picture
Posts: 3188

Awesome work everyone!

austie702 wrote:

what is the deadline here?  I'd love to throw a model  in but I don't know how my free time is looking..  Thanks in advance, anybody!

-Austin

 

 

No deadline. These workshops are always open and continuously running concurrently with one another Smiling

austie702's picture
Posts: 49

*deep breath in*...Love me a good community.  That's fantastic.  :-)  Thanks for the awareness.  I'll probably do a couple hours tonight if I have time and then hopefully can pick it back up before the end of this year  Eye-wink

austie702's picture
Posts: 49

So you'll see I'm using the gun I'm working on in my WIP forum for an AR15.  I don't mean to mix forums or anything, but checking scale with my gun helps since for the EoTech I can only use pictures and guess, whereas my gun was measured and built with 100% accuracy.  I also can't take the EoTech apart like I could the rifle, so I'm gonna have  to fudge some geometry that will be ultimately hidden anyway, but it'll bug me till I can go out and buy my own sight for this rifle.  ;)  The link to my gun WIP is here:

http://eat3d.com/forum/work-progress/model-mp15-sport-rifle

crits, comments, and help are Very welcome here!  heh.  I'm worried the hood is already too tall, but I know I have the width, and depth down...I'll know for sure about the height once I get more of the internal pieces in there.  If anything, it's a 1/4" too high.  Eh, time will tell.  Hopefully I can keep making time to work on this thing.  It's always fun having side projects!

-Austin.Howes

sg01.jpg tr01.jpg tr02.jpg tr03.jpg
devingeesr's picture
Posts: 29

wow nice work you guys! Here is an update:

devingeesr's picture
Posts: 29

devingeesr's picture
Posts: 29

i added the holes and buttons the battery cap still have some more details to add.

Davehey's picture

Great, please post wireframes to check mesh topology

austie702's picture
Posts: 49

Lookin great man!  Can you share some wires or are you waiting until the end for that?

austie702's picture
Posts: 49

Found a couple extra hours in the middle of the night last night.  Can't sleep?  Model something!

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devingeesr's picture
Posts: 29

austie702 here are those wires

devingeesr's picture
Posts: 29

still have a few items to add.

austie702's picture
Posts: 49

thanks for posting these!  I'm curious about your mesh density.  What is your modeling method like here?  What program(s) do you use for modeling?

devingeesr's picture
Posts: 29

I'm using 3ds Max 2013

I start off with a basic block out of the forms 

Then I add a turbo smooth modifier to to the stack from there, there is a lot of back in forth checking the mesh against my reference, once I get it to my liking I check off explicit normals in turbo smooth collapse the modifier stack. 

To make my holes and cuts I just use the boolean in the compound object menu.

I'm currently at 468,370 polys and 311,634 verts

I hope that answers your questions, if you need more information let me know.

austie702's picture
Posts: 49

It definitely does!  I am unfamiliar with 3DSMax for the most part but I can make sense of that.  Thanks for sharing! 

austie702's picture
Posts: 49

Not much to show...I'm just miserably bored so I thought I'd work a couple hours in.  Now I'm sick of my computer screen so this is it for now!  Got the little battery latch in and the mount that holds it down.  I pretty much have the main piece inside the hood left, and then some things across the bottom to resolve so it actually makes sense when it's flipped over.  Hopefully someday soon!

 

ps:  the screws on the bottom look like shiny garbage..they're just placeholders to get a feel for scale.  I'll rebuild a screw later on. 

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JBaldwin's picture
Posts: 2162

Great job guys! Everyone is making great progress Smiling
@ devingeesr - The model looks great but that is honestly some of the... craziest topology I have ever seen. I can also see you have really used some hardcore boolean action. In this case, since the model is not being uv'ed or used in actual production, but rather "Solely" for a high poly challenge, it isn't too bad of a thing I guess, but creating topology like this is an extremely bad practice in general. Try in the future to clean it up as much as possible and try to not use boolean. (If you are to use boolean, use it smart at low sub-d levels and clean it up well)

EDIT: Just realized your screws at the bottom are oval. I am assuming this is because it would be too much hassle to make the whole object thicker due to the fact that the topology is so convoluted. Which is another good reason to make sure and practice cleanliness Sticking out tongue

The model overall (Except the wires) is coming along nicely Smiling Hope to see it all finished up and pretty!

-Jeremy- 

makan_ansari's picture
Posts: 112

For having a clean Topology send it to Zbrsuh use Dynamish to have a clean Topology bring it back to Max...also use Zsphere for re topology, re construct it, Crease and uncreased the sharp areas, use Trim, H brushes...Laughing out loud or use topogun.... 

JBaldwin's picture
Posts: 2162

Max has a great set of tools. Just have to know how to use them.

-Jeremy-

makan_ansari's picture
Posts: 112

Yea, no argument for that, Max is awesome, but I've found this method faster in my works....

devingeesr's picture
Posts: 29

 

@austie702 - Glad I can help! What program are you using?


@ ceribral - Thanks for the input, this was strictly for high poly only. I would never use this for development.  I model it like this for more control over the object.  It’s a little more work to deal with more polys but I’ve got some great results. If I was to use this as a bake there would be some major changes, for one the edge flow would be completely different.  I would have not used boolean at all but modeled in the shape and use a snap cut trick on the surface of the model to get the shapes needed.  Also the edges that I have on the model will not transfer onto a normal map that good they would need to be at t 45 degree angle to translate better.

For the screws that was stretching from the perspective shot I took.  I don't' know why but when I move around in that view it gives me some crazy stretching. Here is a shot from the orthographic view:

 

 


And your right max dose have a great set of tools.

@ makan_ansari - Thanks I tried that on some of the lettering to reduce some of the polys it work partly I still had to make some changes in max and ended up just deleting it.

austie702's picture
Posts: 49

@ all:  Man, I personally LOVE booleans! I use them all the time, however, I am always very thorough in my cleanup.  But yes, at such a dense mesh as devingeesr's, I would be intimidated to throw a boolean in there, if I was going for a SubD approach, of course.  My gun project has had so many holes for gas travel, screw fittings, various other cuts and chambers, and I can't imagine doing it without booleans.  Sometimes it's just the fastest method, even with cleanup counted in those times. 

As for retopo, I've always used and loved topogun but lately I've found Modo 601's retopology tools to be the best.  Anyone else here use Modo?  Anyone familiar with it's tools vs another?

@devingeesr:  Yeah man, thanks again for explaining everything!  The density of the mesh was surprising so I was eager to find out how you worked to that.  The main drawback I would see to this method vs cleaner topo and true edge loop control would be that your circular shapes have definite edges to them that are not produced in SubD.  I imagine if you SubD this model it would have errors right?  So this leaves your high poly geo producing an 'apparent' (only in some places) low poly mesh look. 

I've always used Maya for years but in the last couple I've made a permanent switch (in my private work) to Modo.  Especially for the gun project, I can't imagine having done that in Maya.  The accuracy and measurement tools along with the various falloffs and other modifiers within Modo are exclusively what made this project possible in the first place.  Also, it makes shiny, pretty renders in about 7 seconds.  ;-)  It is by far my favorite renderer to date.

@ ceribral:  Any judgments if I was planning on just using a displacement map for the NV, -OFF-, ON- lettering?  Or is displacement acceptable for this project for things like that?  I can make both work, but I like my wires the way they are on the faceplate and I don't wanna get them all dirty!   :-P  Also, I'm beginning a job hunt in Austin, TX and was hoping maybe someone in this community would know of a company looking for a prop/environment/hard surface modeler anywhere in Austin, TX.  Is there an appropriate place to ask that sort of question to the community here?  I don't wanna tangle up specific threads with my cries for money. haha.  Thanks in advance.

eotech_512_reference_017.jpg
devingeesr's picture
Posts: 29

JBaldwin's picture
Posts: 2162

Nice progress guys!

@Austie - that glass looks great Smiling

-Jeremy-

austie702's picture
Posts: 49

uh oh!  I'm afraid that's actually just a regular photograph!  heh.  Sorry for the confusion man.  I haven't been able to get any modeling time in lately, but I added that photo to show you what I was referring to in my previous question about using displacement maps for the buttons. 

Also, is there a forum anywhere on here where out of work artists can post for work in their cities?

makan_ansari's picture
Posts: 112

Nice Progress