HARDCORE MODELING!: WETA WORKSHOP TRIBUTE: Dr Grordbort Infallible Aether Oscilator


#1

Thanks to my buddy Konrad, I’ll be throwing my hat in the mix as well.

I started this the day after the competition started… accept i didn’t even know one was going on I didn’t find out until today actually, just lucky I suppose that the thing I was working on happened to of matched the date, and subject matter of my current project. So i guess it’s fate that i join up with you guys haha

here’s my FMOM Wave Disrupter

Here’s a concept of it

My initial plan was to make a low poly model and texture it so that it looks just like how the real one does( since I’m not in the mood to drop 700 bucks on one haha) but now I think might also make a second gun for fun if there’s time, or maybe do a bust of Dr GrordBort holding the gun with a safari hat or something haha.

here’s the low poly as well

is that cool to do a textured model with this for my final? or is it just modeling only?

let me know what you guys think


#2

I was having some major problems with baking my high poly to low poly along the smoothed edges.

As you can see the low poly is missing enough edges to match the shape of the high poly, as a result I’m getting missed areas on my normal map bake… which sucks. its pretty much impossible to get a good bake with beveled edges from my high poly to my low, and i needed a solution.

I couldn’t find any documentation on this problem anywhere and i had to ask my buddy Konrad to help me solve the problem. Konrad’s solution is beautiful in its simplicity. simply take your low poly, and bevel the high hell out of the edge that you want to look beveled and smoothed in your low poly. then use this beveled low poly, for your baking mesh on the edges you need smooth. problem solved.

should be able to start texturing today

when this guy is all done im thinking about doing a Dr Grordbort bust to go with it from the looks of the concept art hes like a cross between Dr livingston, and teddy roosevelt


#3

Got the chance to work on the base texture the past couple of days and finish up the UV.

here’s the base texture, i of course have to add in the details, and surface detail kinda stuff right now its sort of just where i want to head in regards to color. still gotta add in stuff like rust, and scratches and high frequency noise and of course the spec map.

Here’s how the Normal map bake turned out. i wanted to make sure it was nearly impossible to tell the difference between the high and low poly models.

low is in the front, high is in the back.


#4

Here’s a sort of update.

i have the color map basically done still need to tweak a few things then patch up the seams i was gonna show what it looked like with the shaders and stuff, but that doesn’t make sense cause the spec maps not done and everything feels kinda dumb without a proper spec map.

(This image is just a flat color so you can see the texture clearly no shader shadows or anything like that)

let me know if you guys see something that looks wrong or stupid and ill fix it.

should have the spec finished by tomorrow. i think I’m going to redo the whole area where the glass with blue liquid is, I’ve been avoiding it this whole time because i couldn’t figure out how to do it i have a good idea now though that should work out nicely.


#5

Alrighty spec maps done, color maps done and i got this thing basically the way i want it now.

I’ve got a couple bits and pieces that need some tune ups like the seam on the handle and a couple other areas i think could be punched up but unless you guys see anything that needs a tune up, or that i screwed up on this things next post will be in the finished work section.

do you guys have any recommendations for how to do things like presentations? I’m really bad at doing like cool show off presentations for my work, cause i always just show the model on a plain background and i want to get out of doing that.


#6

ok folks here’s the final version of my model and texture.

and here’s the flat texture cause a lot of people have requested to see it.


#7

Great job! If I had joined I was thinking of doing one of those. They looked like they were a lot of fun to model :slight_smile: Glad to see you textured it also!


#8

i have to say that is first class!

is that just in the Max viewport, or a game engine?


#9

Here’s my Orthographic for the final. looks like I didn’t have enough time to do more than just the one weapon. Guess ill have to save the bust for another time.

@japetus - glad you like it dude your right it was a lot of fun to model, im real glad that i was able to pull off the texture as well.

@DaezD - thanks a ton dude. The render is a real time screen grab out of the Marmoset game engine. that engine is easy to just import an obj and tweak material settings kind of like Xnormal but with a LOT more control.


#10

Just checking out the Marmoset engine now, thanks Spider


#11

Great model and texture work pal, you should be proud :smiley:

Gratz,
Cheers.


#12

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