Here is my new Pump Action Shotgun model available from Turbosquid now. You can get it for Maya, Max, in fbx, or obj format. It's a polygonal model coming in at faces 7519 verts 7485 for the shotgun with three cartridge models included. If you go over to turbosquid you can see a little animation of the shotgun pump action firing and ejecting shells.
I'm going to talk here a little about how I built the model and converting it from Maya to Max.
|Maya Low poly shotgun|
|Shotgun in Roadkill for UV mapping|
Once this was done I exported the model as an obj and brought it into Zbrush for detailing. I separated the model into a number of subtools so that I could get a higher level of detail into the model.
|Base model in Zbrush|
Below are my high poly Zbrush sculpts with a shiny material on them so they look pretty. I found it quite hard to sculpt a mechanical object like this, but the idea was to push myself specifically into a hard surface object and I learnt a lot from it.
The next step for me was to get normal maps from the high poly sculpt onto a lower poly version of the shotgun. For this step I used xNormal which I have been using for a while and for me it seems the most reliable tool for this. As I had a number of subtools and because some areas of the shotgun overlap I used my subtools to normal map the shotgun in sections that fit into one texture page when assembled (if you look at the Roadkill screen shot you can see my texture page). Overlapping objects in normal mapping will cause errors if not dealt with separately.
This is where things went wrong..................
Next step texturng. Above is an early base colour version. You can see the barrel has changed from the Zbrush version. Below is the altered mapping from the higher poly division shotgun.
I'm going to run through what happened and how I solved it starting with setting up the normal map slot in the material. The first step is to go to the maps section of the material. Set the bump map amount to 100, default is 30. Next click the map button marked none, select "Normal Bump" from the Material/Map Browser. Now select the normal texture node.