Fallout 4 assets: The ripper update

Fallout 4 Asset WIP

Back with some updates. It has been almost a month since my last update, but as always, I will deliver. I did a lot of work on the fallout ripper and it’s starting to look just right.

If someone missed out, You can check out my previous post: Fallout 4 Assets: The Ripper (Beginning)

I have made print-screens for each version, so everyone can check out, the evolution of shape, parts and design.  Let’s start!

1. Last update looked like this. Basic shape blocked out, to see the proportions and shape of it. At this stage, I did not care about wire frame or level of detail. Ruff mesh sketch.

fallout_4_assets_ripper_low_poly_melee_weapon_3d_models_kaspars_pavlovskis

2. When I had the basic shape/size, next step is details. As in step one, I pulled a fast one and modeled all parts in one hour, did not care about wire frame or precision. At this point, it was clear to me, that left side is really heavy and the right side lacks details. I always try to make my models logical and believable, even if it’s something out of this world, should be logical and functional. Did some annotations on parts, that I modeled, to give the mesh some extra detail.

fallout_4_assets_weapons_models_fan_art_3d_models_tutorials_wip

fallout_3_ripper_low_poly_melee_weapon_blender_3d_tutorial

3. In picture, that I posted before, I blocked out all the details that I want on my weapon. Now I started to re-shape/re-model them and get it closer to the finish thing. System that I used is simple: Take one part, duplicate it, move a side and start remodeling new on, on the existing. This way,I know that the part will fit my weapon and I can add extra details on it. Just remember to throw it on the weapon from time to time, to see how it looks. At this stage, there are some missing parts, because I did not like them and removed.

the_ripper_fallout_4_assets_melee_weapon_electro_cactus

At this point, I really thought that I nailed it and it looks good, however, I noticed one thing. The sword style weapon now looks like chainsaw. That means, it’s now two handed weapon and heavy as fuck. This was a no go and I needed to fix it. The main mistake I made, was in scale department. Parts that should have be big and viable from zoom out, was small and not noticeable.

Basically, I forgot my NR.1 rule, when modeling weapons: ALWAYS CHECK YOUR WEAPON SCALE ON CHARACTER.

So, now I needed to remodel a lot of things and re-scale some parts. Let’s do it! I will continue my work in next blog post, because it will take some time, to remodel and re-scale. Be sure to check out some of my other WIP posts.

Fallout 4 assets: Ripper weapon

Hi everyone!

I’m back with another WIP topic. This time, I will take one of my favorite melee weapon from Fallout 3 and remake it, with new school techniques and graphics. I chose the good old: Ripper. Basically, the idea is, remake the weapon and add some extra detail to it, after-all, the game is 7 years old.

First things first, I collected Fallout 4 reference pictures from google. Here they are:
game_art_fallout_3_ripper_weapon_assets_electrocactus_kaspars_pavlovskis fallout_4_assets_electrocactus_kaspars_pavlovskis_low_poly_game_art_models_3d fallout_3_ripper_electrocactus_low_poly_assets_3d_models the_ripper_fallout_3_assets_low_poly_melee_weapons_game_art

As I mentioned several times, I am really busy the time, so this probably will take some time to finish. Anyhow, stay tuned and check out my progress. I will post some 3d pictures, as soon as I start.

UPDATE: 

Did some quick modeling today. The main idea was, to get all proportions right and shape. I added few extra parts, that could look cool and makes sense. I was thinking, how the weapon works, if there is no gas tank or battery lol. I guess Fallout makes kinda left it to players imagination… So, here it is, quick mesh.

fallout_4_assets_ripper_low_poly_melee_weapon_3d_models_kaspars_pavlovskis

Fallout 4 Assets

Testing out skills!

Fallout 4 is coming out soon and I’m super stoked about that. I remember playing Fallout 3 and having a blast, but even better, was modeling fan art models. In 2012 I made a low poly model of Fallout 3 style gas station pump and at that time, I really liked it. It still kinda holds on, however, just like Fallout 3, it does not look bad, but it’s outdated. So, I decided to do a test, remake the gas pump and see, just how much my 3d modeling skills are grown these past few years. So stay tuned!

Here is the 2012 Fallout 3 style low poly gas pump model that I made.

fallout_3_low_poly_model_assets

What is low poly?

So, what is low poly model? It’s a polygon mesh in 3d graphics, that consists of small number of polygons (triangles). Main difference between low poly and high poly models, low poly models usually are used in real-time rendering applications. For example, games and simulations. Term ”low poly” describes mesh construction and appearance. Polygon count is extremely important for optimization and performance, the lower poly number, the better.

Nowadays, low poly is a loose term. Gaming world has evolved so much, from PC to consoles, to hand-held devices. On each platform, low poly count is different and can be too much for other platforms. For example, low poly on PC will be almost high poly for device. Usually, low poly models are somewhere between 1k – 20k polys.

Marmoset Toolbag 2 Review

Hello everyone!

I would like to review Marmoset Toolbag 2. I have been using Marmoset software for a long time, few years now, so I know a thing or two… At first, let me talk about Toolbag 1, the original. At it’s time, 2010ish it was, in my opinion, one of the best real time rendering softwares out there. Easy to use, relatively cheap and pretty much, every 3d model you put there, looked awesome. At first I used it only for low poly models, game art and so on. However in time, I started to render high poly meshes too. There was three main problems with it, things that I did not like.

  1. It only supported textures in TGA and PSD format. That means, no PNG and it was kind of a pain in the ass.
  2. Setting up materials. The whole system was kinda funky, it took too long and you had to save every material. And the worst was, when you reopened the scene, you had to set it again.
  3. You could not move objects around, rotate them and so on.

So, that being said, we now come to Marmoset Toolbag 2. This time, they got all absolutely right. All three things that I mentioned was corrected and added tons of new features. The Toolbag 2 costs a bit more, but it’s totally worth it. They added cool sky-boxes, a lot of post-effect tools and best of all, awesome material system. For those who loved the first version, I suggest buying the second. Overall, Marmoset Toolbag is probably the best real time rendering software out there! You can buy it at www.marmoset.co