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MP7A1 and Apache Helicopter
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MP7A1 and Apache Helicopter

Edward Holmes
by 3DHolmes on 1 Jun 2024 for Rookie Awards 2024

So far these are the two main personal projects I have created in 2024. I love seeing the progression between them and I hope you do to!

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MP7A1

After learning a lot of new texturing/rendering techniques from my Apache helicopter project (shown after this asset). I wanted to make an asset that looked as realistic as possible whilst still being optimised to use in a game. I decided to recreate the infamous MP7 submachine gun. Keeping the project smaller compared to the Apache definitely kept the project grounded and less overwhelming, allowing me to focus on new skills.

I set myself restrictions such as a 30k max Tri count and one 4k texture map, while using one texture map may of been limiting I thought It would be a great way to push my boundaries by working with restrictions. The model was made within Maya, textures in Substance Painter and Rendered in Unreal Engine 5.

I also wanted to create a weapon camo, firstly to make this a 'slightly more exciting than a normal' MP7 portfolio post😅. But mainly, it allowed me to experiment more with texturing skills without having to create a whole new asset. 

Pink Haze is a representation of a pink crystal with a frosty transition to a cool white!

Overall I am extremely happy with this project I believe it has set a paving stone for my future portfolio projects. Weapons were the main reason that I got into 3D modelling and creating my own weapon camo felt like a trip down memory lane from the playing COD back in the day! It shows how far I have progressed since my last personal project (the Apache helicopter). Seeing the difference is light and day personally. I get excited for how I will develop and improve in the future! 

Apache Helicopter

This project came two months before my MP7A1, but I thought it would be important to include to show my progression. Looking back on it I still do love the model and the bake that came out of it, but when looking at textures I start to see problems. (especially close up🫣)

When starting the project I set a ~60k max Tri count to keep it game ready and then judge how many texture maps it would need based of the bakes LOD's, which led to four 4k texture maps. The model was made within Maya, textures in Substance Painter and Rendered in Unreal Engine 5.

Thank you! I hope you've enjoyed what you've seen and if you have any feedback I would love to hear it please!


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