Name: Jonah Holden-Maillard
P Number: P13193617
Email: p13193617@myemail.dmu.ac.uk
Project Title: Apocalyptic Weapon
Overview: This is a weapon based on a concept by Mike Kelly and adapted for use in a game such as Bioshock or Dead Rising. The weapon was modelled and unwrapped using 3DS Max and then textured in substance painter. The handed-in, game-ready model uses a 1024 x 1024 texture and 10,000 tris, however the model displayed here uses an extra 500 tris and a 2048 x 2048 texture.
P Number: P13193617
Email: p13193617@myemail.dmu.ac.uk
Project Title: Apocalyptic Weapon
Overview: This is a weapon based on a concept by Mike Kelly and adapted for use in a game such as Bioshock or Dead Rising. The weapon was modelled and unwrapped using 3DS Max and then textured in substance painter. The handed-in, game-ready model uses a 1024 x 1024 texture and 10,000 tris, however the model displayed here uses an extra 500 tris and a 2048 x 2048 texture.
Stabbykebaby by JonahH_M on Sketchfab
Design: A starting concept was provided along with the brief, but it was also stated that we should iterate and improve upon it. After several iterations, I settled on a variation that improved the real world believeability and readablilty of the firing mechanism.
Unwrap: Unwrapping was done in 3DS Max and then packed using iPackThat.
Textures: The model was textured using substance painter. The in-game weapon uses (from left to right) 1x 1024 x 1024 Albedo, Roughness, Metalness, AO and Normal.
Final Renders: Rendered in Marmoset Toolbag 2 and Photoshop.
Conclusion: This has been another largely successful project. I'm at least satisfied with every aspect of this asset. My time management was excellent this time around and I feel I spent the correct amount of time on each stage of the process. The final stages of the process like texturing can sometimes end up getting neglected, but I left myself plenty of breathing room to really push the textures and subsequently get some nice renders. The modelling is efficient and clean, but some areas are optimized more aggressively than others. This is due to butting up against the tri limit at the end of the modelling phase as my concept added a second major element with the propane tank. Aside from this there are some other minor improvements I'd like to make, but for now I'm happy to call this finished and proud of what I've produced over the past 3 weeks.