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Browning Hi-Power Mk1 9mm Pistol

Work in progress of a Browning Hi-Power Mk1 9mm pistol that is being created in a PBR workflow. All the modeling has been done within Maya 2016.5, the Normal and Ambient Occlusion maps where baked out in Substance Painter. I will be using Substance Painter to create all the textures and the maps I will be using for the asset will be Normal, Ambient Occlusion, Metallic, and Roughness maps.

Final render of my model. Render was done in iRay in Substance Painter. I made some adjustments to the metal color of the gun and really worked on the quality of the wood for the grip.

Final render of my model. Render was done in iRay in Substance Painter. I made some adjustments to the metal color of the gun and really worked on the quality of the wood for the grip.

Sketchfab 3D preview. Final presentation of low res model with Normal, AO, Metallic, Roughness, and Base maps applied.

Old Reference Sheet. Will update shortly to better reflect model and textures used.

Old Reference Sheet. Will update shortly to better reflect model and textures used.

Old texture file. I made some UV adjustments along with a few other small model tweaks from lost post.  Now as for the texturing. I feel like there is a lot I can still improve on, especially the wooden handle grips.

Old texture file. I made some UV adjustments along with a few other small model tweaks from lost post. Now as for the texturing. I feel like there is a lot I can still improve on, especially the wooden handle grips.

Low res model with Normal and Ambient Occlusion maps baked on.

During the 2nd week, I managed to finish my high res model from last week, along with complete the game res model and UV layout for it. I managed to get the game res to 4,179 Tris.

Low res model with Normal and Ambient Occlusion maps baked on.

During the 2nd week, I managed to finish my high res model from last week, along with complete the game res model and UV layout for it. I managed to get the game res to 4,179 Tris.

My High Res model took some time to figure out how to go about creating the separate peaces correctly with the right flow and form. Which I finally figured out but caused be to fall behind a bit on the smaller details still needed.

My High Res model took some time to figure out how to go about creating the separate peaces correctly with the right flow and form. Which I finally figured out but caused be to fall behind a bit on the smaller details still needed.