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(WIP) Vickers 1911


dazzerfong

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Well, I need a handgun. Here's said handgun.

 

Current progress:

 

3D Render (Artstation)

 

http://i.imgur.com/32HIKNh.jpg
http://i.imgur.com/BtTOgef.jpg
http://i.imgur.com/NE6qvHw.jpg
http://i.imgur.com/QNaXsVQ.jpg
http://i.imgur.com/SjRqasy.jpg

 

Clay

 

 

http://i.imgur.com/mmlsP88.jpg

http://i.imgur.com/1tXFafj.jpg

http://i.imgur.com/KSYlpoK.jpg

http://i.imgur.com/pAj5Rjv.jpg

http://i.imgur.com/o2YCGU7.jpg

 

 

 

What you're seeing is the high-poly model. A few things still need to be finished, namely the flared magwell/grip, magazine, ironsights, safety and extractor as well as attachments, but besides that, pretty much everything is complete model-wise. Or in other words, I barely started on this.

 

(31/3/16). Welp, main gun's 99% finished. Just minor nitpicks here and there to fix stuff up. Accessories are coming in now.

 

This is based off the MOH Vickers 1911, which features a custom slide, railed frame, and a whole lot of modifications which make it quite different from the standard M1911A1.

 

I'm aware that two 1911 mods exist already, but since I started this way before they released, I can't exactly give up now. Besides, I think I could do just a decent job as they could, right?

 

I used engineering drawings to help assist in proportions and whatnot. However, that doesn't mean I'm infallible: if you notice a glaring modelling error, don't be afraid to raise it with me.

 

Planned attachments

 

Surefire X400V laser/light combo

Suppressor (model undecided)

Trijicon RMR

Fluted/threaded barrels

Compensator (model undecided)

Assortment of ironsights (suggest some please)

 

Planned features

 

Proper PBR workflow (or as DDProductions83 puts it, "console kiddy type textures")

Fully modular setup, allowing user to adjust hammer, trigger, sights, etc.

 

FAQ

 

Release date?

 

Don't know: don't have a lot of time on my hands to blitz through this one unlike my previous mod.

 

Can you make the traditional 1911?

 

Probably not: never was a fan of the original 1911 aesthetics.

 

Two 1911 mods exist! Can't you make another pistol?

 

Well, I'm not going to up-and-go from a project I spent quite a bit of time on. Besides, I'm not planning to duplicate their results.

Edited by dazzerfong
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Looking sharp, who cares if there are already 2 1911 mods out there, find ways to make yours stand out from the pack (Or just make it even better then theirs in overall quality :P)

If you wanted to make yours truly unique, when the GECK arrives, you could make it a quest-obtained variant, where as others will likely be loot list based. Make it a bit unique, and give new quest content! :P

Just ideas.

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Looking sharp, who cares if there are already 2 1911 mods out there, find ways to make yours stand out from the pack (Or just make it even better then theirs in overall quality :tongue:)

 

If you wanted to make yours truly unique, when the GECK arrives, you could make it a quest-obtained variant, where as others will likely be loot list based. Make it a bit unique, and give new quest content! :tongue:

 

Just ideas.

Well, the other two aren't PBR, so maybe that'll be my foot in the door......

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Hey, I forgot if you use SP or Quixel, but if you use SP there's a very easy way to get all the exported single texture sets grouped back onto one texture set space...overcoming SP silly one diffuse map per part...

 

Either way, the gun looks good. If you can put it in game with the attachment points, that would piss me off, cause even though I haven't tried it yet round 3 (I'm into my 3rd month of modding lifespan) I just have been avoiding it...

 

Also, idk if others have found it the same, and/or it's industry standard practice, but I have found that texturing the mesh makes you see design flaws you didn't see prior...so you can iteratively improve the product making a cycle from modeling to texturing to thinking back to modeling to texturing, etc.

Edited by jeffglobal
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Hey, I forgot if you use SP or Quixel, but if you use SP there's a very easy way to get all the exported single texture sets grouped back onto one texture set space...overcoming SP silly one diffuse map per part...

 

Either way, the gun looks good. If you can put it in game with the attachment points, that would piss me off, cause even though I haven't tried it yet round 3 (I'm into my 3rd month of modding lifespan) I just have been avoiding it...

 

Also, idk if others have found it the same, and/or it's industry standard practice, but I have found that texturing the mesh makes you see design flaws you didn't see prior...so you can iteratively improve the product making a cycle from modeling to texturing to thinking back to modeling to texturing, etc.

I don't use Quixel or Substance: just good old Photoshop and layers.

 

That last point is precisely what I've been trying to avoid: the industry also does its best to avoid that as it sucks up time majorly. Main reason is that you have to rebake all your maps, and that just sucks. When you're just starting off modelling, it happens, but as you progress along, less and less of it happens. That being said, I do have major problems from time to time, and when it happens, it's a lot of work.

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Excited! your Mk 14 EBR is the best looking gun mod out there (as well as looking better than anything in the vanilla game) imo. Not to trash the other 1911 mods, but if this is up to the same standards as the Mk 14, I'm certain I'll prefer this one.

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