M4A1 Modelling Timelapse and First ever Texture WIP

Hey everyone, I have been modelling an M4A1 and tried texturing it for learning purposes, Hope you like it, the texturing took aaages :slight_smile:

The modelling Timelapse + Description :

The sound quality in this video does not to the artist’s music justice! (except for the final song) Go to their channels to hear!

NoiseIndexMusic (xBryanTechx) :

Song 1 : The moment http://www.youtube.com/watch?v=IzeM7PK1xkE
Song 2 : http://www.youtube.com/watch?v=ekQtfZu2Xm0&feature=mfu_in_order&list=UL

His channel : http://www.youtube.com/user/NoizeIndexMusic

vBeat (HouseBreaker) :

Song 3 : http://www.youtube.com/watch?v=nQkxM5m-EGk

His Channel : http://www.youtube.com/user/gPaHaTaTa

Hope you guys liked it! Please, thumbs up, comment and sub, tell us what you think of the gun and the music!!!

FaceBook Page! : Redirecting...

The texture WIP + Description :

Hey everyone! Here are some links for you all!!

http://www.indiedb.com/games/fpsproject

That’s insanely good! Nice job man keep it up you’ll be pro in no time!

If you like I have a position open for modeling.
Link to group.
It is a group I don’t know that you would be interested but I would greatly appreciate it if you just read and if you were interested contact me back.
Regards,
Devon - NukaGames

It looks great, but unfortunately I already work on 3 projects, FPS_Project, Project 2015 (crysis 2 mod) and my own, blackout

Some stats on the gun? Like poly counts and such? Its a great looking model a suggestion on the skin would be to rock a camo skin on it.

Nice very good modeling but i have to say that texture isnt good. You should make texture much more darker, since right now it feels like it is concrete and also add scratches where normal edges are.

I really like your workflow in Blender. I’ve been taught 3ds max, but I’ve always wanted to give blender a try, yet the main discouragement was that damned camera that has been taking too many tips from Peppy and keeps rolling about when I move it. Anywho, I also see you like to use MANY separate objects, and not one continuous mesh. Wouldn’t that lead to a lot of wasted polys? Or do you use this fabled blender plugin that removes “internal faces” ?

p.s: I hope Zoe isn’t being too troublesome for you :stuck_out_tongue:

I remove any faces that can’t be seen as I go along, and the way I see it, one mesh can increase the polys, as, when using more than one piece it gives the modeller more flexibility and removes the need to loop cut or subdivide all the time :slight_smile:

I was using a concept image to try and copy the colours of the weapons, http://images2.wikia.nocookie.net/__cb20090227031208/metalgear/images/b/b8/M4A1.jpg and as mentioned, this is my first ever attempt at texturing :slight_smile: Thanks for your feedback

Its around 4k quads, which is relatively high poly, but, I haven’t done any form of retopo or tangent baking yet, and I was thinking a digital camo, may look into it :slight_smile:

As i can see on video it says around 3500verts wich is low poly.I think you should learn to UV map by hand first(i dont know if you already know that but that 1. uv map looks like mess)using seams.You should make your weapon from small number of parts weapon should only have 3parts:Body,Magazine and charging handle.Only moving objects should be a separate part.If you use more parts in models you will get more draw calls wich equals less fps.Sorry if im bit harsh.

Dw, you’re not being harsh :slight_smile: I already separate parts, but I separate parts in terms of what will use the same mat, so, whatever is metal is one part, and whatever is plastic is another part, but I do separate the magazine and charging handle too, I have attempted UV mapping by hand and found it quite difficult, but I am still learning :slight_smile: Thanks for the feedback