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Steyr SSG M1 Final

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High poly Model of a Rifle. Wanting to recreate every detail really turned this in a hard surface challenge but I'm pretty happy with the result. The lighting could probably use a level up tough...
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  • I'm a shooter, so this is doubly cool to me!! Great work!

  • Omar Domenech(Dostovel)

    Dangs Hugo, those are really cool looking. I think the lighting is good, the floor texture is great and you have an infinite floor that extends to some great depth of field. I think when you say that about the lighting is that you probably have in your mind something more dramatic. Maybe you can try something I like to do and that is to turn off all the lights in the scene and leave it fully dark, then start turning them on one by one and at some point I realize that I have more than I need and I can delete a few which leaves some nice dark areas in shadow and it gets a dramatic flare.

    • Hugo Wosolsobe(HugoWos) author

      Thanks a lot Omar! Sorry for the late reply, I just uploaded and then kind of forgot about it. You're pretty much spot on with me wanting it to be a bit more dramatic. Right now i think it's a bit flat and boring. But achieving a good balance between readability and flair is something I still struggle with. So I'm looking forward to try out your advice!

  • This sort of thing is the exact stuff I want to learn to do :)
    Amazing work :)

    • Hugo Wosolsobe(HugoWos) author

      From my experience, what you need is most is good reference. Lots of high res pictures including detail close ups. From there start out with the bigger shapes and boolean your way to the smaller details. Rinse and repeat and this should get you 80 percent of the way there. Afterwards you might want to tidy up your topology and subddivide which will give you these ever so slightly smoothed out edges. I found that those really add a lot to the realism, especially in close up shots.