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Next, the smaller details like the cylinders around the screws, the sling mount, and more were modeled and booleaned together with the main body.Īs the last step, small bevels were added again at the edges, but this time with a smaller radius than at the rubber handle to create a bigger difference between the materials. The silhouettes of the holes were drawn with the sketch tool and subtracted from the main shape. However, it’s made from polygons which you can only import as reference, so I had to remodel it.Īfter that, the body was hollowed out with a scaled-down copy of the main body shape. For the Picatinny rail, I used a model I already created in Blender and imported it. The shape gets refined by subtracting cubes from it. First, the rough shape was drawn with the sketch tool and extruded. I created the main body the same way as the grip. I will breakdown the modeling of some of the parts. Like with polygon-based modeling, it’s a good idea to start with the major shapes and work down to the details. There are some different tools, but also many tools polygon-based packages have too. Traditional polygonal modeling is more abstract and you start directly with 3D objects instead of technical 2D drawings.
#ZBRUSH 3D COAT WORKFLOW SOFTWARE#
Modeling in a CAD software solution works differently than polygonal modeling. Only a few pieces like the cloth of the strap, the electric wire, or buttons were traditionally modeled in Blender.
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Modeling of the blockout was done in Fusion 360, with a polish pass in ZBrush afterward to add some details to the magazine and get a proper high poly. I also added a scope and a strap to balance out the weight of the scope during the blockout stage.Īfter the silhouette sketch, the design will be further developed in Fusion 360. In the end, I used the last silhouette, however, I changed the proportions in the blockout phase. It’s not very visible though, so I focused on the more visible parts that the player is able to see all the time. The feeding mechanism of the magazine for example is a part that probably wouldn’t work in real life, because there is no way for the cartridges to be pushed out of the magazine. I tried to find a good tradeoff between the two.
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On the other hand, however, this approach is more limiting and time-consuming. In this case, it should be a sci-fi assault rifle with a weird magazine.Ī big inspiration was efficient modern manufacturing methods like CNC machining of metals and plastic injection molding.Ī believable functionality is important for the realism of the design, so I tried to not make it too unrealistic. ConceptĪt first, I start with some silhouette sketches to find a good silhouette and specify the design more after having a general idea. Rendering and baking were done in Marmoset Toolbag. The textures were created in Substance Painter. The main modeling software was Fusion360, Blender was used for smaller details and creating parts of the low poly and the high poly render. The scope of this project was to get to know Fusion 360 better, try out retopology workflows to quickly produce game ready meshes from Fusion models, and also work on my concepting skills.
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