Started this in 3ds max yesterday with an intent to model the entire weapon in high detail with quads and tris only and using turbosmooth for adjustable details and poly counts.
Aim is to create a turbosquid Pro Badge product and a highlight for my portfolio.
I chose this weapon because its such a common choice for artists there are already so many great models out there both for games and personal projects. this way I can Take my favourite aspects of the approach from each different version that’s out there and test my skills against a lot of great artists.
I want to make the best model of The M4 I can, I plan to model all major details with subdivision friendly quads and Tris creating a model with no Ngons and a flawless edge layout
All major details will be modelled with polygons and smaller details like surface inlays will be done with normal Maps.
Really looking forward to hearing peoples feedback and tips as I go.
](http://s1306.photobucket.com/user/Anakin_ryan/media/M4A1_01_zps46ca1cad.jpg.html)[/IMG]
I started By making the barrel, Muzzle break, front sights and heatshields.
I’m keeping the materials simple at this point with a basic metal texture with an environment map. I will make it much more realistic when I’m done but for now I want quick renderes and bright shiny surfaces to get a good sense of the shapes as I build.
](http://s1306.photobucket.com/user/Anakin_ryan/media/M4A1_02_zpsa0beab58.jpg.html)[/IMG]
Decided to include The barrel stamp for a Milspec M4 just before the muzzle break as I couldn’t find this detail on any of the other models I’ve seen and I wanted to feel I was expanding on the standard approach.
](http://s1306.photobucket.com/user/Anakin_ryan/media/M4A1_03_zpsc8c72216.jpg.html)[/IMG]
Planning to use Normal mapping for all details like this but modelling larger features like the threading on the Barrel tip with polygons just to see if I could 
I’m trying to add details like normal maps as I go as its a lot easier and less disheartening than ending up with a 50 piece model to texture in one go when the whole thing is complete.
This way it breaks up the work as I go instead of becoming a big looming and ever growing nightmare to look forward to.
](http://s1306.photobucket.com/user/Anakin_ryan/media/M4A1_04_zps84361b71.jpg.html)[/IMG]
Details on the front sites.
](http://s1306.photobucket.com/user/Anakin_ryan/media/M4A1_05_zpscfa79894.jpg.html)[/IMG]
The heatshields are very much a work in progress and will be the focus of my next modelling session
](http://s1306.photobucket.com/user/Anakin_ryan/media/M4A1_06_zpsd74cbd4b.jpg.html)[/IMG]
](http://s1306.photobucket.com/user/Anakin_ryan/media/M4A1_07_zpsd98b997e.jpg.html)[/IMG]
Really looking forward to your comments And thanks for looking.
Hoping to have another session on this in the next few days and will upload some more renders as soon as I get a chance.

























