Sniper Rifle - L96 (Weapon 2)
Moving further down onto the second weapon, I made a start with the sniper. The L96 below was the second gun on my list which I had planned to make a start on as soon as I finished the M16. The two videos below are the showcases of me modelling this gun in maya. I broke this down into two videos, one being the main body of the gun and the other being the scope of the gun. These videos have been sped up to help showcase them in a quick matter of time.
Modelling the body
Modelling the scope
Details
After Modelling and UV unwrapping the L96, I forgot to create a high poly model to be able to bake details on later. In this case, I had already modelled the high poly model and it was a matter of me to duplicate the model and get rid of the high details. The details I created were not many but it would save me some faces which I have been trying to do throughout this entire project. The first details were show on the body of the gun which had a weird cut out on either side which is showcased on the far left image. The next part of my gun that had detail was the mag. This part had extrusions going in to the object just like the real piece. The final part of my model that included details were on the scope which had indents at the front and at the back of the scope. Below I have shown the before and after of the details on these specific areas.
UV Unwrapping
After modelling the gun, I moved on to unwrapping this gun. To complete this stage, I did the same process as I did with the M16. I opened up UV editor tab at the top of the Maya software and started out with a camera based view to help me start with the cuts. Each UV map would be broken down onto different attachments on the gun as show on the top left image. This way I can focus on that specific model before moving onto the second one. Each model requires the cut and unfold tool as shown below as this allows me to turn the shape into a flat 2d image. After repeating this to each section on the gun I selected the whole gun and combined them to create it as one shape. I then re opened the UV editor tab and selected all the faces on the gun. This would show up each UV I have cut and unwrapped as this would then allow me to adjust them all into one UV map as I originally created their own UV maps separately. Using the short cut Ctrl + L while in the UV editor, it allows me to automatically organize each UV perfectly in a neat layout as shown below. I have included a preview of the UV's on the gun to show how it all looks when it was finished.
Baking and texturing
Moving on, I started work on baking and texturing the gun to complete the final stage of this process. To start off, I first imported the gun into substance painter and went straight to the baking settings. This then allowed me to change the settings for it to work smoothly. The image on the left shows the settings I need to tweak in order to get the perfect bake that I am looking for. The first setting at the top is the output size which I changed to 2k. Going down to the big box in the middle, I added in a high poly version of this sniper that I made earlier on. The icon on the right of that big box allows me to add in the high poly gun. The max frontal distance depends on how much I need to adjust the distance in order to bake the high poly mesh onto the low poly mesh. The second image showcases a great example of what I don't want to see in the baking section. The image on the right is the best example of what it should look like. The red that is being shown in the second image gives you an indicator of how much you need to bring up the frontal distance. As soon as all the red marks disappears from the gun then you are good to bake. This is exactly what I did and got the final look below.
Below are the final textures that I have added to the gun. The images on the left are the two that I have shown with one basic material on which then progresses further onto the middle two images with details such as scratches and dirt spots to add some wear to the gun. The final two images on the right are the final looks of this gun.
How did it go?
Overall, everything went better with this gun than it did with the first one. This was due to me using the first gun as a learning process and trying to understand what I had to do. This gun had me learning from my mistakes last time which is why it went a lot better but I did encounter some problems.
Any Problems?
Although this model was going smooth, I did eventually encounter some issues with the model. The first issue I came across was UV unwrapping the gun. Although I had some help with my last model on UV unwrapping and understanding how to UV unwrap, I came across some more issues trying to unwrap this gun. My first problem was knowing where to cut the edges and create the seams, although this didn't become much of a problem, I was finding it hard to know where to put my cuts. This problem occurred in more complex areas such as some indents on the guns that I have extruded in as I couldn't understand how to cut these parts out.
Solutions..?
I went for some help from one of my tutors about this situation and got some useful information to know where to put my cuts. This solved my problem and allowed me to understand where to cut out the object as I got told the best way to do this is to cut off each side of the object for example the left side would all be cut off and the back would be cut off etc. This solution has helped me get out of the problem I was stuck in which I would also be able to take in to consideration for the next few models.