Hi guys:
It has been some months since the previous update, I had concluded my current DCC/modelling technique needed much improvement if this project is to proceed further.
I consider myself a novice CG modeller with hind sight I was woefully underprepared to model any 3D digital content for my game whether static or dynamic therefore a basic understanding of 3D asset creation workflow is my focus for the near term.
So it was back to the drawing board [so to speak] to re-evaluate and acquire the necessary modelling [or try too] skill set to enable a “tactile” visual connect I hope to convey to the player when controlling specific hard surface or organic 3D objects in game.
To this end I continued researching any print/online CG resource I could lay my hands or mouse click on, collating CG tutorials, tips, and other relevant material kindly shared by various CG software users -
I had collected over the interim and previous years playing with Blender into something I could work with, hence the following mini DCC “post mortem” modelling exercise I had set for myself and what I have learned thus far.
Hard Surface Modelling:
During the course of this thread my efforts in modelling/reworking my version of the US Army’s M1A1 Abrams MBT has been a frustrating challenge to translate the vision of the gorgeous hi-res UV mapped game asset of my “minds eye” into what was staring back at me from the computer monitor, aahhrrrgg… just didn’t “look right” - the depth of detail I was aiming for was sadly lacking.
This is the most complex hard surface model I have attempted so I decided to step back for the moment and work on something less taxing on my ability and/or sanity [laughs], since this game will be a Tactical Military FPS the character animations will include a “Run n Gun” game play.
Implementing the US Army M4 Colt Carbine and/or M203 [grenade launcher] variant, the ubiquitous default personal weapon of choice for most military themed shooters.
A particular CG Artist I found very helpful is @Jonathan Williamson a regular contributor over @CG Cookie.com, an easy to follow real time 15 part video tutorial covering all aspects of modelling the M4 from the initial blocking of the individual weapon components through to adding the final details, Thanks Jonathan.
My WIP model test example of the M4 is a high poly mesh using mostly quads to fill - blender face count 302427, tris at 604854 created running Blender v 2.69 64bit, his tips in reference to enabling mesh shortcut commands together with the use of specific modifiers that create a visual fidelity I had previously tried to achieve
An eye opener to say the least, I would also tentatively suggest has refined my current workflow by 20 - 30%… simply amazing! [BTW all that said approx 50 - 60hrs work to achieve current object state].
Topology:
The emphasis on a “clean topology” straight edge loop face’s in all views to mitigate mesh deformation or “pinching” at right angle edge junctures from blocking thru to adding detail as displayed in following screenshots which is particularly useful when UV mapping hi res detail to a lo-poly game model.


Blender Modifiers:
Application of the Shrink wrap modifier to “punch” holes thru the mesh when creating the perforated barrel jacket also an array to duplicate the complex geometry along an assigned axis.
The use of a Mirror modifier to model a symmetrical component ie: Main body, iron foresight etc
Also the application of the Sub Division Surface modifier in combination with the Shade Smooth mesh tool helpful in model definition or “real world silhouette”.

Modelling:
Edge Loops to define detail where applicable combined with the Sub-Surf Modifier, helpful when adding small detailed components such as locking pins, trigger, and iron foresight post etc.
There are of course errors in terms of weird deformations and pinching due in part to incorrect edge loop placement and an over complex geometry:
however I’m satisfied with the result thus far:


I guess I’ve acquired a new found self confidence in pushing forward and tackling more complex models for inclusion as game assets, a link has been added with future updates to follow thankyou all have a safe and prosperous new year.
Cheers 