The Gnomon Workshop

Modeling a Next-Gen Weapon: Colt 1911

with Joe Simanello

Description

In this tutorial, Joe takes you through his process for modeling a Colt 1911. Using an image plane for reference, he creates the low polygon slide, handle, trigger guard, trigger, barrel, hammer, and sights. He then creates the Sub-D and high poly slide, handle and barrel models. Joe shows how he optimizes the geometry for rendering normal maps and lays out the UVs of the slide, handle and barrel. He discusses trouble shooting normal maps, common errors and things to look for and demonstrates how to create a grayscale 2D normal map, and composite it over the high poly normal map. Finally Joe completes the final model in Maya with textures applied.


Duration: 120 minutes

Format: SD 1024x768

Tags



Software Used

IMAGE GALLERY

  • Modeling a Next-Gen Weapon: Colt 1911
  • Modeling a Next-Gen Weapon: Colt 1911
  • Modeling a Next-Gen Weapon: Colt 1911
  • Modeling a Next-Gen Weapon: Colt 1911
  • Modeling a Next-Gen Weapon: Colt 1911
  • Modeling a Next-Gen Weapon: Colt 1911
  • Modeling a Next-Gen Weapon: Colt 1911
  • Modeling a Next-Gen Weapon: Colt 1911
  • Modeling a Next-Gen Weapon: Colt 1911

Joe Simanello

Environment Artist Infinity Ward

Joe Simanello is an Environment Artist at Infinity Ward, who has worked on next generation video games such as Call of DutySilent HillDirty Harry and Aliens. Joe graduated from the Art Institute of California, San Diego, and majored in Game Art and Design. His expertise is in creating hard surface modeling, normal maps, and realistic texturing of environments and props.