District 9 arc gun

7 replies [Last post]
raf1983's picture
Posts: 22

Hello everyone. This is one of my favorites weapons from my favorite sci fi movie of all time. I worked on this one for countless hours. This was a hard surface challenge with simple shaders and lighting The next step is UV's and texture it for a great portfolio piece. Critiques are always welcome.

raf1983's picture
Posts: 22

This was my 7th attempt after spending time figuring out some modeling techniques. I learned a whole deal with this project. can't wait texture it.

JBaldwin's picture
Posts: 2162

Nice modeling Smiling
I feel the render presentation isn't doing it justice. I did a simple before and after image to show how 30 seconds of work in photoshop can really bring the model to life.

Can't wait to see the textured version!

-Jeremy- 

d9weapon.jpg
raf1983's picture
Posts: 22

Oh wow! it does make a difference. Thank you for such a useful tip. Indeed I'll keep you posted on the progress.

raf1983's picture
Posts: 22

Yes. It's the most used weapon in the movie. Even the Exo-suit has it in it's arsenal. It's definitely one of my favorites.

raf1983's picture
Posts: 22

It's been a while but here is an update on the Arc Gun. There is no damage on the gun yet. That'll come on the next update. So far I've been having a few questions in regards with Proper UV unwrapping. I uploaded a screenshot of the UV's so far. Some feedback would be good.

arc_gun_wip2.jpg screen_shot_2014-12-05_at_12.30.32_pm.png
raf1983's picture
Posts: 22

This Layout was worked on today but it's not the final version that I used. There are some overlapping UV's on this one.

E.Palalic's picture
Posts: 34

This is looking super cool so far man.

I feel like uv space could have been used a bit more efficiently though. You have a lot of big empty gaps that could have been filled. You could have scaled some of the smaller shells within the layout quite a bit to fill some of the bigger gaps you have. I see that you began texturing though so that might be a little to late to go back and fix. Texturing is coming out pretty nicely so far.

I feel that you need more variation within your roughness though. I understand the texturing isn't final, but I would consider going back and adding variation in your roughness map for the base material before going in and adding your grime and damage. Also did you bake your AO within the albedo? It kind of looks like you did. I would just plug the AO within the AO slot of the material instead of baking into the Albedo.

Your presentation is also looking pretty good so far as well. I would definitely get rid of the glow in photoshop. Instead to pop your piece out I would recommend setting up one or two rim lights to give a similar effect. You can also use a fresnel node in UE4 to kind of fake Rim lighting as well. I would also add some hue to your background right now I feel like it's a bit to grey. It doesn't look like there is any color in there at all. Lastly I would play with a few filters, and adjust your levels within photoshop to help the gun pop!

Really nice job so far! I really dig this. Would be a cool piece in your reel if you're still planning to add it to your reel. Looking forward to seeing more! Smiling