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Ordanicu

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  1. Like
    Ordanicu got a reaction from leplubodeslapin in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  2. Like
    Ordanicu got a reaction from blackdog in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  3. Awesome
    Ordanicu got a reaction from Serialmapper in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  4. Like
    Ordanicu reacted to Roald in WIP in WIP, post your level screenshots!   
    Some progress on my map Anubis


  5. Like
    Ordanicu reacted to +Rusty+ in M4A1 Rifle   
    Solid stuff, good job
  6. Awesome
    Ordanicu got a reaction from ItzOmega in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  7. Like
    Ordanicu got a reaction from +Rusty+ in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  8. Like
    Ordanicu got a reaction from 'RZL in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  9. Like
    Ordanicu got a reaction from Puddy in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  10. Like
    Ordanicu got a reaction from Anduriel in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  11. Like
    Ordanicu got a reaction from mryeah in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  12. Like
    Ordanicu reacted to PogoP in M4A1 Rifle   
    Great rendering! Nice work.
  13. Like
    Ordanicu got a reaction from esspho in M4A1 Rifle   
    Hello everyone!
    I always wanted to model the famous M4 rifle and I finally did it. It's an awesome gun present (with various alterations) in all FPS games I know of and it's there for a good reason. It has a beautiful design that stands up to the test of time. Despite its age it never lacks that tactical modern look that we all know and love. This project is made using Blender, Substance Painter, Marmoset Toolbag, Rizom UV and Photoshop.

     

     

     

     

     

     

     
     
     
     
     
     
    I hope you like my take on this awesome rifle that rules all FPS games next to the AK. You can find the detailed post on my artstaion profile along other projects that might interest you. Until next time, stay creative and keep improving! 
    Cheers !
    https://www.artstation.com/artwork/gJW5vG
    https://www.artstation.com/ordanicu
  14. Like
    Ordanicu reacted to ZooL in Classic Offensive (CS:GO Mod) - We need you! [Environment Designer, Level Designer, 3D Artist] (Shared Patreon money)   
    Hey,
    We're looking for mappers who'd like to join us making Classic Offensive a reality for everybody to enjoy on Steam.
    If you like the old 2000s CS style, have free time, looking to improve, layouts aren't your thing, or contests aren't for you yet... Then this might be for you.
    What's Classic Offensive?
    Classic Offensive is a free mod for CS:GO I've started as a test about four years ago and attracted more attention than I expected, ending up as a full fledged mod in the end. I've released it in Beta on Christmas 2016.
    The mod aims to restore the classic feeling of Counter-Strike while taking most of the improvements Global Offensive added as long as they don't break that classic feel.
    You can see footage of that original version from various people: 
    Since the release the team has been expending and we've been working on it for about a year. Shortly after the mod release, we went for Steam Greenlight and we've got Greenlit. We've changed directions for a quality similar to what CS:GO has to offer due to the team wanting to push the boundaries for the steam release, needing us to scrap the CS:S assets and ported maps since it wouldn't fit the new fresh quality we wanted. 
    It is available on ModDB in its original fixed version: https://www.moddb.com/mods/counter-strike-classic-offensive
    And here we are about less than three years after the initial release.
    What's the goal on maps?
    We've planned a few maps for release (which isn't near set yet): Dust2, Inferno, Mirage, Train and Nuke, with Inferno being the furthest map in development by poLemin, and Train by Quoting currently getting a face-lift by Grillus. Dust2 has just started, Slimek was on it right before the exotic contest. Nuke was being worked on by Quoting and stopped a year ago. In addition Quoting did a few classic fight/yard maps such as fy_poolday and fy_iceworld which look very good and are almost done. Additionally Cache has been worked on by Bezimienny aiming for it's classic CS:S theme. He's the man doing the work on bots which are to be honest better than ever on CO.
    Needless to say that things have moved since a year and people have been busy. Some had to step down due to life complications, less free time and contests getting in the way leading to a slower development.
    Still the most important for us is having a good time, improving and pleasing the community, that's all that matters.
     
    Here's a preview of the said maps:
     
    What's the goal on weapons?
    We're also looking for modelers even though Ordanicu does a great job, he's overwhelmed by the 27 weapons he needs to remake on his free time. With the USP, Glock 17c, AK-47, P228, and AWP done at this time, I guess he could use some help. If you're a modeler, want to improve, have some free time, and want to give a shot at reviving the classics and you feel like CS:GO didn't do them justice in both look and feel, we beg you to contact us ( ͡° ͜ʖ ͡°)
    On my side I'm currently the animator for the team, I started not so long ago and I'm still learning, I tend to tweak them from time to time when I think they feel wrong the more I improve.
    Again, we're all here to improve, and make the best CS in both feel and balance which we all think we can achieve and is already feeling better than GO on some aspects.
    Here's some of Ordanicu's models on my animations in action:
    The whole "feeling" of the mod we're going for?
    Classic for sure, we want to hit sharper than CS:GO. Weapons feels too smooth in a bad way in GO. We want the players to feel powerful with just the right dose of "Action Movie" kind of DNA that the original had and of course... Nostalgia.
    We value the attention for detail for weapons as well which is something often neglected.
    CS:GO's weapons for instance all feel the same, specially pistols. We want to fix all that and give all weapons a purpose and their own unique feel.
    Don't get me wrong though, CS:GO is the best version of CS... but only until CO releases. ( ͡° ͜ʖ ͡°)
    Examples:
    What's next?
    Well here I am asking for mappers and weapon modelers. And hopefully soon new devlogs on our Twitter https://twitter.com/csco_dev as our team is working on the mod.
    This is the part where you come in. If you want to join us, either reply to the thread, PM me on Mapcore or on discord (ZooL#4200) we'll see what you're capable of ( ͡° ͜ʖ ͡°)
    We're everyday impressed by the work we see on Mapcore and we really wish some of you guys would be interested in sharing the passion of developing Classic Offensive with us, giving the community and CS what it really deserves even though Global Offensive is already perfect.
     
    PS: some users have asked for how much we pay and I must sadly say that it isn't much or not at all. We do this mostly by passion and money wouldn't impact our work. We're sharing Patreon money which at the end of the month isn't much for each active developer.
     
    Here's some of our links:
    https://twitter.com/csco_dev https://discordapp.com/invite/HRWRv7c https://steamcommunity.com/groups/classicoffensive https://www.moddb.com/mods/counter-strike-classic-offensive https://www.youtube.com/channel/UCspq-yxRK1uUuEJcw59JgOQ https://www.patreon.com/ClassicOffensive  
    Have a great summer!
  15. Like
    Ordanicu reacted to Boccolotto in MAC-10 Ingram (renders and in-game)   
    Nice 3D model! The snake with the crosshair logo it's a nice touch!

    Keep it up! 😀
  16. Like
    Ordanicu got a reaction from sir goober in [CSGO] de_ruby   
    It's a visually pleasing map 😉
  17. Like
    Ordanicu got a reaction from Boccolotto in MAC-10 Ingram (renders and in-game)   
    Hi everyone!
    After a rather long break I got back into it and remade a MAC-10 created last year. I noticed improvements in the way I work and I managed to squeeze in extra detail at little to no increase in polycount. The biggest poly eater is the spring in the back (1.5k tris) for which I made sure it does not affect the texture in the surrounding area so it can be removed without leaving any marks behind. The model has 13.1k tris (mac+silencer+ 4 rounds in the mag) or 11.6k if the spring is not being used.



    I was surprised to see the texture holding up so well in CSGO. Until now I never tried using a 4k in-game texture on the guns but being pressed by time I just went for it just so I don't delay the publishing by one more day.

    Big thanks to the creator of de_ruby! https://www.mapcore.org/profile/17049-catfood/  It's an awesome looking map with great textures and art scattered all throughout the level. A really cool map for screenshots because of the unique design and the great textures.

     
  18. Like
    Ordanicu got a reaction from Interfearance in MAC-10 Ingram (renders and in-game)   
    Hi everyone!
    After a rather long break I got back into it and remade a MAC-10 created last year. I noticed improvements in the way I work and I managed to squeeze in extra detail at little to no increase in polycount. The biggest poly eater is the spring in the back (1.5k tris) for which I made sure it does not affect the texture in the surrounding area so it can be removed without leaving any marks behind. The model has 13.1k tris (mac+silencer+ 4 rounds in the mag) or 11.6k if the spring is not being used.



    I was surprised to see the texture holding up so well in CSGO. Until now I never tried using a 4k in-game texture on the guns but being pressed by time I just went for it just so I don't delay the publishing by one more day.

    Big thanks to the creator of de_ruby! https://www.mapcore.org/profile/17049-catfood/  It's an awesome looking map with great textures and art scattered all throughout the level. A really cool map for screenshots because of the unique design and the great textures.

     
  19. Like
    Ordanicu got a reaction from Squad in MAC-10 Ingram (renders and in-game)   
    Hi everyone!
    After a rather long break I got back into it and remade a MAC-10 created last year. I noticed improvements in the way I work and I managed to squeeze in extra detail at little to no increase in polycount. The biggest poly eater is the spring in the back (1.5k tris) for which I made sure it does not affect the texture in the surrounding area so it can be removed without leaving any marks behind. The model has 13.1k tris (mac+silencer+ 4 rounds in the mag) or 11.6k if the spring is not being used.



    I was surprised to see the texture holding up so well in CSGO. Until now I never tried using a 4k in-game texture on the guns but being pressed by time I just went for it just so I don't delay the publishing by one more day.

    Big thanks to the creator of de_ruby! https://www.mapcore.org/profile/17049-catfood/  It's an awesome looking map with great textures and art scattered all throughout the level. A really cool map for screenshots because of the unique design and the great textures.

     
  20. Like
    Ordanicu got a reaction from poLemin in MAC-10 Ingram (renders and in-game)   
    Hi everyone!
    After a rather long break I got back into it and remade a MAC-10 created last year. I noticed improvements in the way I work and I managed to squeeze in extra detail at little to no increase in polycount. The biggest poly eater is the spring in the back (1.5k tris) for which I made sure it does not affect the texture in the surrounding area so it can be removed without leaving any marks behind. The model has 13.1k tris (mac+silencer+ 4 rounds in the mag) or 11.6k if the spring is not being used.



    I was surprised to see the texture holding up so well in CSGO. Until now I never tried using a 4k in-game texture on the guns but being pressed by time I just went for it just so I don't delay the publishing by one more day.

    Big thanks to the creator of de_ruby! https://www.mapcore.org/profile/17049-catfood/  It's an awesome looking map with great textures and art scattered all throughout the level. A really cool map for screenshots because of the unique design and the great textures.

     
  21. Like
    Ordanicu got a reaction from Radu in MAC-10 Ingram (renders and in-game)   
    Hi everyone!
    After a rather long break I got back into it and remade a MAC-10 created last year. I noticed improvements in the way I work and I managed to squeeze in extra detail at little to no increase in polycount. The biggest poly eater is the spring in the back (1.5k tris) for which I made sure it does not affect the texture in the surrounding area so it can be removed without leaving any marks behind. The model has 13.1k tris (mac+silencer+ 4 rounds in the mag) or 11.6k if the spring is not being used.



    I was surprised to see the texture holding up so well in CSGO. Until now I never tried using a 4k in-game texture on the guns but being pressed by time I just went for it just so I don't delay the publishing by one more day.

    Big thanks to the creator of de_ruby! https://www.mapcore.org/profile/17049-catfood/  It's an awesome looking map with great textures and art scattered all throughout the level. A really cool map for screenshots because of the unique design and the great textures.

     
  22. Like
    Ordanicu got a reaction from blackdog in Work In Progress Breakdown for the SIG Sauer P228 scene   
    I updated the scene by adjusting the camera angle and position of the props. Another rather big change is the addition of color to the scene. Gone is the black on black theme that had no point of interest. Now there is more contrast and the pistols stand out form the background. Lighting also got a big improvement, shadows now better representing the position of the props.


  23. Like
    Ordanicu got a reaction from blackdog in Work In Progress Breakdown for the SIG Sauer P228 scene   
    With the pistol done and out of the way, I made a case for it and shortly after that, a 50 round ammo box that fits in just nicely next to the pistol and the mag.




    In order to keep the level of detail up there, I made custom alpha masks and textures for both the case and the ammo box.


    If I learned anything from participating in this contest is the fact that scenes are extremely hard to light properly. I have a lot of respect for those that specialize in Level Design, it must be really hard to light a scene and make it feel alive.
    I hope you enjoyed reading through and I'm looking forward to hear what you guys think I could improve in my workflow and especially how I could improve the final scene.
    All the best,
    David
     
  24. Like
    Ordanicu got a reaction from Interfearance in Work In Progress Breakdown for the SIG Sauer P228 scene   
    I updated the scene by adjusting the camera angle and position of the props. Another rather big change is the addition of color to the scene. Gone is the black on black theme that had no point of interest. Now there is more contrast and the pistols stand out form the background. Lighting also got a big improvement, shadows now better representing the position of the props.


  25. Like
    Ordanicu got a reaction from Klems in Work In Progress Breakdown for the SIG Sauer P228 scene   
    Hello, for those that do not know me, I'm David, a self-taught Weapons & Hard Surface 3D Artist.
    In this post I will share with you the steps I had to follow in order to make this scene for my entry in the Hum3D weapons challenge. I still consider this piece a work in progress and I plan on updating the entry once I come up with a better lighting setup.

    Everything that composes the final shot is modeled from scratch in Blender 2.79b, textured in Substance Painter and rendered in Marmoset Toolbag. Marmoset Toolbag was also used to bake the AO and Normal maps because it does a better job than Substance Painter (Marmoset is super intuitive and it gives you a lot of control over the baking process).
    I started with the most time consuming piece: the pistol. Initially I wanted to make the SIG Sauer P226 but later on I decided to switch to the P228 variant since the P226 grip resembles the wood in the way the material needs to be textured. Wood is nice but texturing wood is a struggle for me and for many other artists. A flat piece of wood might look good but when complex shapes come into play, only a few people can come up with a realistic texture.

    Excepting for the switch to the P228 model, the modeling phase did not consist of any challenges. Here you can see the lowpoly and highpoly models.
    When it comes to the UV unwrap, I had a few mirrored pieces. The faces you see missing are being mirrored from the other side. Overall, the pistol has a small amount of mirrored parts and I believe I could get away with 0 mirrored parts if I wouldn’t focus so much on showing the internal pieces.

    Unwrapped to use 1 single texture set at 2K resolution.

    For the highpoly model I added more detail to the base model, separated some pieces (more visible in the top down view) and subdivided the mesh for a clean and smooth look. For the front of the grip, rear of the grip and trigger guard I used floaters to add the details.

    Here is the low poly model with the Normal and AO maps applied. 5.1k polygons

    I am super pleased with the baked maps. The lack of detail in the mesh is not visible at all when the Normal and the AO maps are applied. From left to right: Highpoly, Lowpoly, Lowpoly+Wireframe.

    Moving on to textures. As you might have seen already, the focus on my models is the realism and the game ready aspect. Shortly after the P228 model was done, I jumped straight into Substance Painter and did a rough texture pass, matching the look and the colors as good as possible with the real life counterpart. A solid week of detailing and watching reference videos and pictures came after this. I think it was worth every single hour. I definitely improved a lot by doing this.

    I like to duplicate my model and mirror the duplicated piece in different positions. In this way I can look around the model and see the separate pieces as well as the final model.

    The SIG Sauer P228 is my best weapon model to date and I took my time to learn as much as possible during the making of it. In total, I spent over 2 and a half weeks only on the pistol, texturing taking me over half of that time.


    This is the top down view I was talking about when I said I separated the high poly slide model. In order to add the separated metal piece in here I modeled it separately and it really adds that little extra realism.

     
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