Tuesday, October 16, 2012

Walther P99 3D - Geo Complete 10/16


Here's my 3D Walther P99 with geometry complete. I wanted to actually model the hand grip ridges on the rear of the slide (rather than using a displacement map) to learn how do do such an intricate geometry that's cutting into existing meshes and across existing curvature in a clean and efficient way.


This is a very hi-res model, intended as a hero prop usable in cinematic closeups. Before the ridges it ran about 17K polygons, whereas now it's a bit over 22K.


I imported the model over to modo601 using .FBX format to do these renders, replacing the Maya default material with modo's sort of whitish clay default. Here's a detail closeup of the rear left, showing the complex geometry where the slide, stock and striker mechanism come together.


Lots of great reference images out on the Internet helped me get the details very close to the real weapon. Use reference! Always!

Screenshots from Maya, where I built the model as my final project for the Gnomon Maya Fast Track; here's a clean side view:


And same view with wireframe-on-shaded to show the polygons.


From here, the next step is displacement maps for the Walther logo, a lot of type that appears all over the piece, the little traction bumps on the stock grip area, and the overall texture of the stock which is made of molded plastic with fiberglas reinforcement. It's got a very slight pebbling texture over most of it that alternates with slick flat areas. Bump map will probably be best for that, but the type and logos need to be displacement to "look right."

What I learned from building this is that I really enjoy building stuff like this, in the same way that I like drawing vehicles and other hard-surface stuff. That's good news, as I was worried that I wouldn't; 3D is the way everything's going even in concept art, so I feel like work will stay fun as I transition over!

No comments: