Portfolio 6: SCAR 17S

Hey Guys,

I had a great deal of challenge and opportunity on my 6th portfolio course here at Full Sail. I already had two 3D pieces ready for texturing in advance to the course but I figured it would be a cop out to do what I had already been working on previously.  

So I started on a new hard surface project a few days prior to the course. The SCAR 17S, a civilian semi automatic version of the SCAR series from FN Herstal. I fell in love with the design and immediately began chipping away at it.


Internal Stock Reference

Left: Original Buttstock      Middle: Original Stock slider      Right: Redone Stock slider


Although I had a decent start on the SCAR my instructor noted that I wanted hard surface to be my profession so he expected me to redo the stock slider internals to fit the realistic reference. Even if you were to never see it in game. Although it was tasking I was able to redo the shapes solid, thanks to Maya plugins like ADN modeling tools and Crease+ I was able to create complex shapes with ease.

High Res 1


high Res 2

High Res 3
After a week of creating the finalized high res, I lowered the poly count to about 30k tris for the smoothing groups and the normal map bakes. With a few errors here and there I managed to edit the normals after the finalized textures were exported in the following weeks. 

UV's 

To optimize I mirrored certain portions of the rifle that appeared on both sides but are not hugely significant texture wise such as the side rails, rubber portions for the screws, and the iron side rotators. This saved a bit on UV space but enough to get a quality result. 

Normal Bake - Substance Painter


Once I was finished there I was finally able to start with base material applications and then slowly building up my textures for the next 2 weeks  for just textures. I learned a few new applications on how to setup blending between roughed up portions of the gun as opposed to cleaner versions. By using minimal height and blending between the grainy filter that was already on the base material it gave a stronger sense of wear and tear on the weapon itself.

Because of this I decided to make a simple tutorial to how it's basic application on the model.


Although I was only assigned to create the weapon itself my instructor seemed really pleased with my final texture results and I had shown him the XPS2 Eotech sight I had been working on as an attachment for the rifle itself. 

6.5 tris for the low res
After UVing and baking the lowres and managed to have a solid result after some trial and error in painter. 



Final Results






I hope you guys enjoyed a small breakdown of how I created this piece. If you'd like to see more follow me on:

Artstation: artstation.com/artist/thegreatrelater

Twitter: twitter.com/gibbalittlebit

LinkedIn: linkedin.com/in/fullsailgibbs

Sketchfab: sketchfab.com/gibbalittlebit

I look forward to bringing new content to you guys as soon as I reach my next portfolio. Until then.









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