Sunday, 27 July 2014

Assassin's Creed: Reclamation – Revolver

A lecturer of mine who is an incredibly talented concept artist (http://davidpaget.co.uk/) had an idea for an Assassin's Creed game set in Victorian London, an idea which I think we can all agree would be pretty badass! Once of the concepts he came up with was a revolver...



Considering I'm taking a break from doing full environments a nice weapon would be a nice challenge, plus I've never modelled a revolver before... I don't know why considering they're pretty sweet to look at.

First thing I did was break down the concept art to try and figure out how best to build it...



I decided to build it in a variety of parts. I set myself a triangle count of 4k. I was rather surprised at how complex revolvers were I ended up trawling google images for blueprints and schematics on how they were put together which ended up being a huge help. I found from my initial concept breakdown was to simplified, revolvers are made up from a lot more parts!




Once I had the modelled built I set up the smoothing groups and unwrapped it. I then exploded out the model and detached the parts that had high volume of detail on them into individual parts and prepared them for sculpting in zBrush.







Modelling the detail in zbrush was a fun challenge I ended up looking at a load of filigree reference to try and get the correct look. I ended up drawing the pattern on with a mask then simply flipping the mask and using the inflate deformation tool to get the detail. It took a few tries but finally I came out with a result I was happy with.

Next came the baking of the normal map. The normal map turned out loads better than my Blood Bowl helmet. I think I'll be exploding all my models for baking from now on.




Once I had my normal map created a colour map and baked out an AO map. I then plugged them into the Quixel Suite and off I went texturing. I adore this tool!

It took a lot of trail and error to finally get a texture I was fairly happy with. The beauty of the Quixel Suite is that I could make changes suer quickly even totally scrapping the texture and starting again was an incredibly fast process. This was my first iteration which I felt look a little too... Evil?







Once I had a good enough base I then made some tweaks of my own. Even with the Quixel Suite it seems you can't beat the control of a good ol' wacom tablet. I overlayed some pattern on the barrel of the gun which turned out to be my favourite part of the model, I'm a huge fan of subtle details.

In the end I'm a lot happier with this model than the last. But looking at the concept art now and my final model It seems I may have lost sight of the original concept a little. I could have stayed more true to the colour pallet of the concept, I got a little carried away with the Quixel Suite it seems. Restraint, Christopher... Learn some!





Peace and love x

No comments:

Post a Comment