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Assault Rifle Prerender

HaMMerHeD

[H]F Junkie
Joined
Jul 13, 2004
Messages
10,397
Hello. This is an assault rifle I am designing for a game. The rifle is fully upgradable and modifiable, which is why it is in exploded form. Each piece is upgradable. The idea is, if you decide you want to change from a scoped long range rifle to a more suitable CQ assault rifle, you just replace the barrel with a GI barrel with iron sights, and you replace the scope with iron sights.

This is also my first maya project. Obviously, it's not done yet. I just wanted to get some opinions.

Thanks,
HaMMerHeD.

tmpgun4xa.jpg


And Assembled....

tmpgun25qf.jpg
 
So far, it has 8368 tris. Like I said, it's not done yet. There is still a lot of detail to add, like a spent shell ejection port, and the buttons for releasing the various modules, among other things.

As for what game....i'd tell you, but I'd have to kill you.
 
Are you modeling it off of ref's, or are you modeling it from what you think it should look like?

Did you model the entire inner barrel? Thats some pretty good poly wastage, just an FYI. No matter what game, you wont see down the barrel.

Its a decent start, but if its for a current gen game it needs lots more detail
 
Are you going to reduce the polycount with some normal maps later on?

What are you modeling it, and how?

Nice progress, though.
 
it may have the shape of the ar, but i hope its not supposed to be..

again I ask what game this is for. atleast tell us current gen or last gen (think cs 1.6)
 
LoL - That freakin' barrel is huge.... what does it shoot out, other guns?!
Cool stuff though, man :-P
 
It is not supposed to be an AR15. I have shot many AR15s, including the M16A1 and M16A2..If I wanted it to be an AR15, it would look like an AR15. :D

It is for a game which does not exist yet.

When it is done, it is going to be a high-quality version of a gun that is only used in the gun-making process, so it will ultimately have more internal detail. The game will use different meshes for rendering in action. Each part will actually have 3 meshes, one for building, one for 1st person, and one for 3rd person. The first person mesh will be less complex than the construct mesh, and the 3rd person mesh will be further streamlined from the 1st person mesh. If this sounds like a lot of design work, it's not. I have a couple of small programs that I knocked together to process these meshes and intelligently reduce the polycount while maintaining the shape.

The barrel is large because the weapon has been converted into a longer-range sniper-esque rifle. It is called a heavy barrel. They are used (in real life) to reduce muzzle rise and to more quickly dissipate heat from the barrel during operation. There will, of course, be other barrels available, which are more suitable for an assault rifle's role.

It is a game that is set fairly far in the future; at least 200 years. I am not of the belief that weapons will look much more complex in the future. In fact, if you look at modern assault rifles (OICW, G36) compared to classic assault rifles (AK47, Sturmgewehr), you will notice a general decline in surface detail. Weapons are more sleek and streamlined now than they used to be. I believe this trend will continue, so the weapons for this game will be more sleek than what you may see in the UT, Doom, or Quake universes. The textures will add plenty of visual interest.

Black Morty: I'm using Maya, if that was what you were asking.
 
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