Author Topic: Hand made sub machine gun  (Read 748 times)

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Offline Masoud Zangi

Hand made sub machine gun
« on: December 01, 2019, 03:05:08 am »
Hi community , haven't been around for a while. I'm back with my new artwork.the concept of SMG itself is based on "Rust" game , But I extend it to tell a story about fighting and residence and more important, Love. Hand made concept of weapon gave me a lot of challenges in modelling and texturing.
I was working on it when keyshot 9 released and made things a lot easier and more straight forward to me. New generic material and substance painter importer finally makes pipeline between 2 apps easy and clear.
I also add some small amount of fuzz to the bands , which ads huge amount of realism to my scene.
Like always , hope you like it and I'm open to your critiques.

Online kamran Rahmani

Re: Hand made sub machine gun
« Reply #1 on: December 04, 2019, 02:23:56 am »
I love The textures, Great shots Masoud!

Offline Josh3D

Re: Hand made sub machine gun
« Reply #2 on: December 11, 2019, 08:33:32 am »
Cool idea for a handmade SMG there Masoud. Love the texture and attention to detail. Wicked welds! You should share your SP to KeyShot workflow!

Offline Will Gibbons

Re: Hand made sub machine gun
« Reply #3 on: December 15, 2019, 12:53:28 pm »
I like the narrative aspect to it and of course, it looks like lots of work went into the materials! Nice job.

Offline Masoud Zangi

Re: Hand made sub machine gun
« Reply #4 on: December 16, 2019, 06:30:31 am »
Thank you every KS folks here for your kind words.I like to talk about my pipeline a little bit.
First of all I modeled parts of the gun using Subdiv modeling technique inside Maya.Then I uv unwrapped all parts , and tried to group uv parts together to have maximum textel density and UV area coverage. I grouped all parts into 4 groups , which every group packed into one UV square. I assigned a single material to every group.
Then I exported every part to zbrush to add micro details like damages and...I exported 2 models for every part. One decimated high poly for baking and one level 3 subdivided model which had good details and clean UV for texturing and rendering.

With decimated model as high poly, I baked normal , AO , curvature and position map for every part inside Substance painter. From there I could start texturing , which was a long process of trial and error and study.

With new keyshot 9 , I could export my maps easily using keyshot 9+ exporter and more easily import into keyshot.
Lighting inside keyshot was not very complicated , just some nice HDRI from keyshot cloud with some pins. and Wow , results was great.
Floor material is fully created inside keyshot using material graph.
I've done heavy color correction Inside Photoshop using render passes to give it finall look.
I hope this article helps  people work simpler in this maya , zbrush , substance , keyshot pipeline.
If there is any question , I will be happy to answer and help.

Offline Josh3D

Re: Hand made sub machine gun
« Reply #5 on: December 17, 2019, 07:25:04 am »
Great insight, Masoud. Thanks for sharing!