top of page

Shotgun | Production Flow Chart

  • Writer: James Falconer
    James Falconer
  • May 19, 2022
  • 2 min read

ree

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.

ree
ree

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.

ree
ree

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.

ree
ree

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.

ree
ree

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.

ree
ree

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.

ree
ree

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.

ree
ree

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.

ree
ree

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.

ree
ree

This is the final result of my modelling.










Comments


bottom of page