![](https://static.wixstatic.com/media/f19bc2_82a7d76aea534c248fb147b6d8808721~mv2.png/v1/fill/w_980,h_560,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_82a7d76aea534c248fb147b6d8808721~mv2.png)
I started by importing the reference for my model. I knew I was going to use this image for texturing later, so I tried to find a model with flat lighting.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_9c6b122096f2482b98af6199fd1e1286~mv2.png/v1/fill/w_980,h_558,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_9c6b122096f2482b98af6199fd1e1286~mv2.png)
I blocked out the main body of the gun using the extrude tool and shaping it. This stage was mainly about trying to capture the shape of the gun. I kept my topology clean and low-poly and constantly used the image as a reference point.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_a7d6fa693ae34a27a62592c982ad7cb6~mv2.png/v1/fill/w_980,h_558,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_a7d6fa693ae34a27a62592c982ad7cb6~mv2.png)
I then added the main barrel of the gun and shaped it to the scale of the reference image. I then inset the face at the front of the barrel and 'poked' it to avoid n-gons.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_8b86376dbf3f47d1bcdecc757743a336~mv2.png/v1/fill/w_980,h_556,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_8b86376dbf3f47d1bcdecc757743a336~mv2.png)
I modelled the trigger and trigger guard primarily using the extrude tool. I used the extrude to just trace over the shape of these parts in the orthographic view mode. Kept high enough poly to maintain detail but still as low as possible.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_7ca5fd64a67745a6807fdc01445979b7~mv2.png/v1/fill/w_980,h_557,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_7ca5fd64a67745a6807fdc01445979b7~mv2.png)
I then modelled the barrel release primarily using the extrude tool. I tried to keep it low poly while adhering to the shape of the actual part.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_b818f9f8d5e2452d9e2adafa1383d8c3~mv2.png/v1/fill/w_980,h_571,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_b818f9f8d5e2452d9e2adafa1383d8c3~mv2.png)
I added seams in ideal places for UV unwrapping. I used the reference image to see the locations of actual seams in the weapon. I thought about the main sections I needed to texture (Barrel, trigger, under-barrel, handle) and split the gun up accordingly.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_e81967051a094df381aeb3414c8b7204~mv2.png/v1/fill/w_980,h_653,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_e81967051a094df381aeb3414c8b7204~mv2.png)
I then opened photoshop and created a blank canvas with a size of 256x256 pixels. This is because later PS1 games used this resolution for their texture map.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_ea130e2a6ba5440883e46e37cff5b238~mv2.png/v1/fill/w_980,h_493,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_ea130e2a6ba5440883e46e37cff5b238~mv2.png)
I then split up my reference image into four main parts. I tried to take up as much space on the texture map as possible in order to maintain texture quality.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_98ab402410a1440daa9b1212a6e846a0~mv2.png/v1/fill/w_815,h_812,al_c,q_90,enc_auto/f19bc2_98ab402410a1440daa9b1212a6e846a0~mv2.png)
I then organised my UVs according to the texture map I created. Their are a lot of overlapping UVs since I needed to save space on the texture map so the UV map looks extremely messy.
![](https://static.wixstatic.com/media/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png/v1/fill/w_512,h_512,al_c,q_85,enc_auto/f19bc2_c593bb3275844d11892ddd66db9fbd54~mv2.png)
![](https://static.wixstatic.com/media/f19bc2_d298cde2d3774413a689b1a48b726bb5~mv2.png/v1/fill/w_980,h_573,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/f19bc2_d298cde2d3774413a689b1a48b726bb5~mv2.png)
This is the final result of my modelling.
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