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Big Boy by jotun Big Boy by jotun
First upload in quite some time, found a concept by Guido Kuip that i liked and this is the result.

The model and it's textures are based on the specs we had for BF3.

4684 triangles
2048*2048 Diffuse/Color map
2048*2048 Specular map
1024*1024 Normal map
1uv Set
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:iconhecmx:
hecmx Featured By Owner Apr 9, 2014
you worked on BF3? interesting...
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:iconjotun:
jotun Featured By Owner Jul 6, 2014  Professional Digital Artist
:)
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:iconmonsieurraton:
MonsieurRaton Featured By Owner Dec 19, 2013  Hobbyist Digital Artist
Nice design :)
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:iconshadow07203:
shadow07203 Featured By Owner Jul 21, 2013
Artistically, it looks great, but in terms of practicality and the way guns actually function, it's all wrong. The barrel is way too short, the shell would actually be protruding out the front of the gun when the round is chambered, and when it goes off the projectiles would fly in all directions at low velocity
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:iconcerberus116:
Cerberus116 Featured By Owner Jun 18, 2013
Grenade Launcher?
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:icon543bs0za:
543Bs0Za Featured By Owner Apr 8, 2013  Professional Digital Artist
Isn't that the Brutus pistol?
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:icondbl-dzl:
Dbl-Dzl Featured By Owner Dec 1, 2011  Professional Digital Artist
Excellent model. Really good execution and construction.

I'd like to see the skull emblem pop out a bit more and given some more dimensionality. As it is, it looks flat and sort of just stuck on. You added a lot of extra geometry to get that screwhead on the handle to pop out, I'd like to see the same amount of detail in the skull.

The metal material looks really good, but maybe a bit too even. The wood is great. 2k textures are way overkill, but that's fine.

But good job! This looks great!
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:iconjotun:
jotun Featured By Owner Dec 2, 2011  Professional Digital Artist
thanks :)

yes, i was a bit undecided about the skull, i didn't want to add to much polygons, so i just let it be only normal mapped detail, also since i was kinda of thinking of the model as a FPS weapon, meaning you wouldn't really see the front. But like you said, i did put alot of detail on the screws and such, so i probably could've added the skull as well/instead...

agree on the metal, been thinking of maybe adding some more wear or something to make a bit more interesting.

2k is for PC, they would be skipmipped one step on console ;)
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:iconkrodil:
Krodil Featured By Owner Nov 28, 2011  Professional Digital Artist
great work all the way! nice to see the process
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:iconravital:
ravital Featured By Owner Nov 27, 2011  Professional Digital Artist
It looks good! Only comment I have is about the specular: It needs a bit more work, right now all the gun seems to be made from the same material - you should have different levels there to show the different materials (wood is less reflective then metal and even metal has areas where it will be more dim then shiny)
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:iconjotun:
jotun Featured By Owner Dec 3, 2011  Professional Digital Artist
thanks :)

agree that the spec is kinda the same all over, i might go back and tweak it to get some more variation.
the wood i was going for a polished look, but it needs some more work.
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:iconjaniashvili:
Janiashvili Featured By Owner Nov 25, 2011  Hobbyist Digital Artist
Can you share some experience on how do you make scraps and other details making it "used" - on it?

just paint in photoshop, in sculpting software or?

And how you're deciding to do it?
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:iconjotun:
jotun Featured By Owner Nov 26, 2011  Professional Digital Artist
I usually do it all in photoshop, but how i do it differs from model to model.
The base is usually done by combining some textures metal textures that i feel would work, then it is more a matter of painting details or dirt in areas where it feels it would end up if it was in real life. Like scratches will most likely occur where there are moving parts or at edges. so it is often good to focus them there.
Sometimes it is also a matter of looking your textured model. Does it feel flat? bland? then you can look into maybe adding some kind of detail in the area you feel should have the focus.

Also, it depends on the object you'r making and how it will be used, in this case of a FPS gun, you will more or less only see it from two views:
-from behind when aming
-from the left side when you'r reloading
so those views are most important to look good and interesting.

You should look at this tutorial regarding hard surface modeling and texturing, it is very good. and it gives you a good idea of how to do those kinds of textures.
[link]


I hope that gives you some kind of idea...
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:iconjaniashvili:
Janiashvili Featured By Owner Nov 26, 2011  Hobbyist Digital Artist
Thank you, indeed it gave me some kind of idea
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:iconmrninjutsu:
MrNinjutsu Featured By Owner Nov 25, 2011  Professional Digital Artist
awesome!
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:iconfadty1:
fadty1 Featured By Owner Nov 24, 2011  Hobbyist Digital Artist
I can never understand the complex nature of 3D.
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:iconjotun:
jotun Featured By Owner Nov 26, 2011  Professional Digital Artist
ofcourse you can, practice and you'll see :)
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:iconfadty1:
fadty1 Featured By Owner Nov 26, 2011  Hobbyist Digital Artist
thank you
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:iconjawrsh:
JAWRSH Featured By Owner Nov 24, 2011  Professional Digital Artist
Someone's not going to run out of ammo in a sortie.

Great concept, model, and textures man!
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:iconjotun:
jotun Featured By Owner Nov 26, 2011  Professional Digital Artist
:D
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:iconthegrubber:
theGrubber Featured By Owner Nov 24, 2011  Hobbyist Digital Artist
Very cool!
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:iconresxct:
Resxct Featured By Owner Nov 24, 2011
Quick question
there are 3 maps present, I recognize 2 as a normal and the other diffuse
whats the other?
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:iconjotun:
jotun Featured By Owner Nov 24, 2011  Professional Digital Artist
from left to right:
-Diffuse/Color
-Specular
-Normal map

...although, if i would use this in our game i probably would consider removing the specular map and use a channel from the diffuse, tweak it a bit in the shader (multiply/tint/contrast).
But that is more a matter of "some more instructions in the shader" vs "texture fetch+memory cost" vs "the final look"
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:iconresxct:
Resxct Featured By Owner Nov 24, 2011
What does the specular map do exactly?
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:iconjotun:
jotun Featured By Owner Nov 26, 2011  Professional Digital Artist
the specular map describes how the highlights (light reflection) will look, the lighter areas in the specular map is the more light those areas will reflect, making it more shiny.
By using the diffuse/color as base when creating the specular i can get the hightlights that somewhat matches the features in the diffuse.

this tutorial is really great if you want to learn (one way) to create really nice specular maps.
[link]
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:iconresxct:
Resxct Featured By Owner Nov 26, 2011
Aha I see, I thank you my friend :D
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:iconbrassawiking:
Brassawiking Featured By Owner Nov 23, 2011  Hobbyist Digital Artist
That's a twist, handheld pistol-shotgun. Good concept, looks like it really sets an impact the hard way.
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:iconjotun:
jotun Featured By Owner Nov 24, 2011  Professional Digital Artist
thanks, i'm guessing that it is probably only lethal within 5meter :P
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:iconledain:
ledain Featured By Owner Nov 22, 2011  Student Digital Artist
looks really good!
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November 22, 2011
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