Steampunk Sniper
To ensure a smooth workflow, I chose to begin my 3D modelling of a steampunk sniper rifle by working from the stock and progressing towards the barrel. As part of the initial planning process, my vision for the stock of the steampunk sniper rifle included an integrated canister. To bring this vision to life, I focused on ensuring that the measurements and dimensions of the rifle were accurate and precise. With the stock complete, I felt no further adjustments were needed, so I shifted my focus to making the canister. I made sure to do this while taking care to ensure it integrated seamlessly with the stock. To achieve this I added supports from the end of the stock to the handle to ensure the canister had a dedicated space to fit.
Once I had completed the base model of the stock, I proceeded to work on the handle. Although my initial design had the desired overall shape of a sniper rifle handle, I realized that the topology was messy as some of the vertices were intercepting each other meaning that faces would appear out of place and jagged around the edges of the model. and didn't meet my desired standard. As a result, I decided to remake the model, making sure to focus on tidying up the topology while maintaining an accurate representation of a sniper handle shape. This allowed me to create a cleaner and more refined design, ensuring that the final model would meet my expectations in terms of both aesthetics and functionality.
As I continued my 3D modelling project, I focused on crafting the main body of the sniper rifle, integrating the improved handle into the design. I started by creating a trigger and trigger guard that would seamlessly blend with the overall aesthetic of the rifle.
Next, I drew inspiration from the steampunk theme and incorporated additional pipes above the handle to create an industrial look. To enhance the functionality of the rifle, I designed swirls above the handle that would serve as mounts for the scope. These swirls will have bolts to securely hold the scope in place, ensuring optimal accuracy for the sniper.
Upon completing the main body of the sniper rifle, I felt that adding some detailed touches such as the copper pipe would elevate its design. Inspired by the steampunk theme, I decided to incorporate industrial elements reminiscent of the Victorian era. After conducting research, I discovered that pipes were often used to achieve this aesthetic.
Drawing from this inspiration, I carefully crafted a pipe to enhance the side of the handle, adding a rugged yet refined look to the rifle. This pipe not only served as a decorative feature but also added a touch of functionality, providing a unique and eye-catching element to the model.
I designed a scope that draws inspiration from modern-day sniper rifle scopes which complements the overall aesthetic of the rifle. The bottom piece of the scope was carefully crafted to connect securely to the handle of the sniper rifle, using a bolt to hold it firmly in place. This design ensures that the scope remains stable and aligned during use, providing the shooter with optimal accuracy and precision.
The barrel of the sniper rifle is another crucial component that I have been 3D modelling. Drawing inspiration from the classic steampunk theme, I plan to apply a copper texture to the finished barrel to further enhance its vintage-industrial look. The copper texture will add a touch of warmth to the design, creating a stunning visual contrast against the other components of the rifle. In order to optimize the workflow and ensure efficiency, I joined all the components of the sniper rifle model before handing it over to the animator for the creation of a reload animation. I had to make sure that the various parts of the sniper rifle were properly connected and ready to animated.
Steampunk Grapple Gun
(A Victorian flintlock pistol)
When embarking on the task of modelling a steampunk themed grapple, the decision was made to create the grapple and the main body of the weapon as separate components to make the system more manageable. As a result, the handle for the steampunk sniper had already been created, making it easier to design a compatible grapple gun.
To create the design for the grapple gun, a reference image of a Victorian pistol was used as inspiration, and this was seamlessly integrated into the model. This approach helped to maintain the overall aesthetic of the steampunk theme and ensured that the grapple gun blended well with the rest of the weapon system. By using an existing design as a reference point, the task of creating a unique and functional grapple gun was made simpler.
With the handle already completed, the focus shifted to designing the barrel and canister for the steampunk grapple gun. Drawing inspiration from a Victorian Coastguard Services percussion pistol, the barrel design was intentionally bulky to match the overall aesthetic. This choice added a touch of realism to the weapon, making it appear more functional.
To complete the design, a canister was created to sit on top of the barrel, featuring specific places to hold it. Additionally, a gear was incorporated into the design to reinforce the steampunk theme and make the grapple gun appear more intricate.
(The Victorian Coastguard Services percussion pistol)
Next, attention was turned towards the trigger and trigger guard for the steampunk grapple gun. I repurposed and utilized the hook as the trigger to help save time and maintain consistency of the overall design. The similar shape of the hook and trigger made it a natural fit, further adding to the functionality of the weapon. I had to make some adjustments to the topology to achieve the desired width and shape. In addition, I made some adjustments to the edges and surfaces of the trigger to ensure that they were not too sharp or jagged.
With the core components of the steampunk grapple gun completed, the focus shifted towards designing the actual grapple. Multiple reference images and models were used for inspiration, taking into consideration the size, shape, and function of the grapple. The design process involved considering what the shape of the grapple hook would look like.
Steampunk SMG
Initially, a member of our group attempted to create a steampunk rifle through 3D modelling. Once he completed his design, I took the opportunity to refine the model further by building upon some of the existing components while adding my own personal touch. Through collaboration and iteration, we were able to produce a final product that blended the original design with our own unique contributions. This process allowed us to create a polished final product that met our expectations and fulfilled our design requirements.
While working on the design of the weapon, I decided to retain the original canister design, but I repurposed it for a different function. Instead of serving as a standalone component, I moved the canister to act as an under-barrel attachment to improve aiming stability.
While 3D modelling the object, I decided to maintain the design of the magazine and barrel, as I found them visually appealing and suitable for the intended purpose. However, I made some adjustments to ensure that the object would function correctly.
Specifically, I modified the magazine's scale to ensure that it could hold the required amount of ammunition without being too large or cumbersome. Additionally, I added an extruded muzzle at the end of the barrel to improve the object's accuracy and give it a more polished appearance.
Once I determined which components of the steampunk rifle to retain, I proceeded to design an aim-down-sight scope (ADS) from scratch. I used the original ADS as a starting point but made significant modifications to improve its functionality and overall performance. Instead of a traditional ADS, I opted to create an aiming point to provide better accuracy for the user. This modification required careful consideration of the size and placement of the aiming point, as well as its compatibility with the other components of the rifle.
At first, I intended to preserve the original stock design because it could've been used to increase the players aiming stability, but I later realized that it would be beneficial to create a new design that prioritized ease of movement and visual clarity. In a zombie-infested world where every second counts, quick movement speed is critical and the original stock was too bulky and would've slowed down the players mobilty.
By opting for a cleaner, more streamlined design, I was able to reduce the weight of the weapon and optimize it for better manoeuvrability. This decision required a careful balancing of form and function, as I wanted to ensure that the new stock design would be both aesthetically pleasing and practical for the user.
I made several modifications to the original body design. Specifically, I opted to curve the faces of the body to create a more organic, flowing shape. In addition to the curved body design, I also added gears to the weapon to enhance its steampunk theme. This modification required a precise placement of the gears to ensure that they would be functional and aesthetically pleasing.
Copper Pipe/Melee
When I started working on the game, one of the first items that needed to be modelled was a copper pipe that players could use to access the second level. I began texturing the pipe in 3DS Max but found it challenging to achieve the desired result. Despite my efforts, I was unsatisfied with the texture and felt that it did not look as realistic as I had hoped.
As a result, I made the decision to switch to Blender to create the texture for the copper pipe. I had heard from others in the industry and had seen videos online that suggested Blender was more user-friendly and had a more an effective texturing workflow. Whilst comparing both software, I found that UV unwrapping in 3DS Max was more complex and resulted in visible seams in the final texture, which was not the desired outcome. On the other hand, Blender's UV unwrapping tool allowed for more precise and efficient unwrapping, resulting in a seamless texture application without any visible seams.
After finishing the 3D modelling of my weapons, I decided to contribute to the game development process by assisting with building designs. For one particular building, I drew inspiration from the old Victorian shops. To gather references, I used my own primary research images of the Beamish museum and also explored online images to capture the essence of the architectural style. I began by creating a basic Victorian-styled chimney and once completed, I wanted to add a touch of realism by conveying the sense that the building had been abandoned. To achieve this effect, I crafted simple models of smashed glass to place within the window frames, creating a visual indication of decay.
Once I had completed modelling the separate objects, I shifted my focus to the main body of the building. To capture the essence of an old-fashioned shop, I incorporated vintage-styled windows that would have once showcased various items before the apocalyptic event took place. For the texturing process, I used a combination of brick and metal textures. To ensure accuracy and consistency, I utilized a human body model sourced from the internet as a reference. This approach allowed me to maintain proper scale and dimensions throughout the design process.