Silent death - Silverbeam A117NR by Conor3DDesign on DeviantArt (original) (raw)

This design was created years ago. After a while, I decided to update the design using all the new skills and techniques I learned in recent projects.

This is an alien sniper its design was to be very different from my previous weapons Projects, which were blocky, industrial designs.
This design was to be as smoothed as possible, with rounded sections. This is to show I can create complicated designs and complicated hard surfaces.

After looking at Alien weapons in the Halo, star wars is an inspiration.
I came up with an updated design and created it with hard surface modelling.

I followed game developers, pipelines, workflows and techniques.
To maximise the time and have no restrictions when making this project.

The design has a central barrel split into two parts and has detailed groves and mechanical parts similar to teeth. This was to make the design interesting and thought-provoking.

The model was to use smooth surfaces without industrial details showing around the frame. The complete surface is single large pieces without small technical components showing.
The reason for the decisions made in this design was to show the advanced level of the weapon. A technical reason for this is to create a project radically different from previous projects.

The weapon has void sections in the body of the weapon, this is to give it a more alien perspective.
This shows the unique aspect of the project. This also shows the modelling skills to incorporeal complicated building techniques into the model.

The scope has detailed target signs and uses computer screens instead of old iron signs. The Sights can use heat scopes and see through walls and objects.
This gives the model a more alien design. The small additions of spikes and armoured layers over sections make the design seem less flat and more life-like.

The part of the design I'm impressed with and want to show off is the barrel and its detail.
The layered rows inside the barrel show a huge jump in my 3D modelling skills. Incorporating techniques learned and skills to make the models in record time.

As a 3dartist, my level of understanding of modelling has increased in strides.
The design compared with the OG version shows huge leaps in technical modelling. I'm incredibly impressed with the jump in proficiency and skills in myself.

The Polly count is about 1.000.000 polys but to make the design more game-ready the turbo smooth can be removed and reduced the Polly count to 500.000, this would not affect the design appearance and still look smooth and sleek. Every single part of the design has turbo smooth but this was also used to push my PC specs to their max so in-game assets like this would not have every section so detailed or Polly heavy and would use little as possible.
The texturing is 3DS MAX internal texture packs and are basic metals and plastics. This is to help show the design in more detail and to give it more depth and to show its unique parts from armour and sections.

Overall this design used game pipelines and follows all the rules for creating 3D assets and Vehicles and can be edited for less intensive use on PC specs.