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1. Introduction and Project Overview
3. Getting started with modeling the central area of the gun
5. Creating the ammunition magazine for the M-16
7. Repurposing geometry to create the trigger guard
9. Modeling the forward hand guards of the M-16
11. Finalizing the geometry for the front sights
13. Cleaning and redirecting shoulder stock geometry
15. Optimizing polygon count in our low-res geometry
17. Modeling high-resolution details for the weapon scope
19. Detailing the handgrip area of our weapon
21. Creating recessed areas of the magazine clip
23. Modeling the weapon's ejection port cover
25. Detailing the front handle of the M-16
27. Applying UVs to cylindrical areas of the M-16
29. Utilizing Contour Stretch UV subprojections
31. Laying out the UVs of the front sights
33. Merging all low-resolution geometry into a single mesh
35. Using the Ultimapper to create detailed normal maps
37. Creating color maps for the weapon using Photoshop
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2. Setting up Rotoscope references
4. Modeling the gun's handgrip
6. Finishing the magazine and trigger geometry
8. Adding secondary details to the main area of the weapon
10. Creating the weapon's barrel and front sights
12. Modeling the shoulder stock of the M-16
14. Modeling the M-16 scope
16. Starting high-resolution detailing of the M-16
18. Adding detailed ridges for the forward hand guards
20. "Modeling subtle, raised areas on the M-16"
22. Adding several secondary details to the M-16
24. Refining and detailing the trigger guard geometry
26. Starting the UV Layout process on low-resolution geometry
28. Techniques for fixing overlapping UVs in Softimage
30. Laying out the UVs of the forward hand guards
32. Creating UVs for the central area of the M-16
34. Merging all high-resolution geometry into a single mesh
36. Fixing Ultimapper sampling errors using Photoshop
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