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AKM - 2016

Inspiration

I was browsing Artstation and found artist,Tim Bergholz, who made AKM tutorial using 3ds max.

This was my first time creating a firearm in maya, so I used this tutorial to learn the workflow of hardsurface modeling a gun.

Process

First(Research) besides the images that were provided, I gathered more reference images to understand

the structure and form of the weapon. I decided to model an AKM assult rifle for the project and proceeded.

Second(Modeling)

I started with the backplate to have sense of scale. From there I built everything forward until reaching the end.

After I finished the low poly, I convert them into High-poly to have normal details.

 

Third(UV)

I put everything into one UV sheet to save texture resources.

Problem : Since there are many mirrored objects, those objects share

the same  UV space, which will create unexpected resualt in the proccess

of map baking.

Solution : I filped U&V space for mirrored objects to have proper

baked maps.

 

 

 

 

 

 

 

 

Fourth(Texture)

I decided to render in 2 ways.

1. Real-time render in Marmoset.

2. Pre-render in Renderman.

I used Substance Painter for PBR texture creation.

Later, I converted the maps into Diffuse, Specular and Glossy map to render it in Renderman.

I also used Quixel Suite to create additional normal details such as, numbers, pattern, name

that are carved into the gun.

Fifth(Lighting & Rendering)

In Marmoset, I put several point lights that are slightly different color to have various tints on the weapon.

In Renderman, I wanted to have a different setup. I decided to go with museum theme for this.

UV filp

Click images below to see large image

Renderman Shader nodes

Normal

Base Color

Roughness

Metal

Click images below to see large image

PBR Texture maps

Marmoset

Marmoset

Meterial close up

Renderman

Low poly

Low poly + normal map

Low poly + normal map + wireframe

Hi poly

Hi poly + Wireframe

Software Used :

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