Modeling a DC-15A Blaster Rifle
Reference Gathering:
When starting any modeling project, I make it a priority to gather extensive reference materials. Specifically, sourcing references for the DC-15A Blaster Rifle required significant research. Many available models of the DC-15A Blaster Rifle are based on the Hasbro toy version rather than the accurate movie version. However, I successfully located various versions and textures of this model through platforms such as Google, eBay, and Sketchfab.
Proxy Modeling:
When modeling the proxy, I begin by blocking out all the basic shapes of the blaster while having a reference picture under my model so I can confirm that I am on the right track when modeling. Additionally, I ensure that the model is constructed in separate pieces, allowing for its use in a game and facilitating future modifications if necessary. I intend to create the proxy as close to game-resolution as possible to create less work for myself in the future.
Game-Res:
When creating the game-resolution model, I ensure to switch between smooth mesh preview and non-smoothed preview. I bevel any hard edges and confirm that the edges hold their shape during the smoothing process. Additionally, I optimize the blaster model as much as possible, ensuring the elimination of n-gons. While optimizing, it's a good thing to keep in mind that weapon topology may not always be aesthetically perfect. However, I successfully reduced the blaster to 7,305 triangles.
UV:
When UV mapping the model, I begin by ensuring that the checkerboard pattern is visible on the model and that no red areas are present, only blue, indicating proper UV setup. I successfully split the model in half for UV mapping, unwrapped it, and then placed the UVs within a 1x1 tile.
High-Res:
There are multiple methods for up-resing a model. I chose to up-res my model in Maya instead of ZBrush. While ZBrush is capable of producing clean hard-surface sculpts, Maya also excels in creating clean hard-surface models, and it can be more straightforward to use. To up-res my model in Maya, I smoothed it with one division.
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