WIP - Beretta PMXS




Just making this as a fun project in Plasticity. I’ll be posting updates on this post. All feedback is appreciated.

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what’s the tri count? judging by the detail it can’t be low

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It’s a cad model. You can essentially say it has no topology.

I’ll let you know the tri count when i’m done in Plasticity and do the clean-ups in Blender tho

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So is CAD the trick to getting extremely good models? I absolutely love your work and would like to know how you make all this. What sources do you use for inspiration? Especially the weapons chamber and internals as when I am making a model I can’t find anything.

There were not many photos of the internal parts of the PMX - PMXs on the internet, so I used the PMXs User Manual PDF to make the internal parts.

For the rest of the gun I only used websites like guns.com, florensport.it.
You can also find a lot of very high quality and close up pictures of the gun you are looking for by searching “[gun name] for sale” on the internet.
I also used the umarex airsoft version of this gun as a reference for some parts (only for the exterior of the gun)

This gun looks EXTREMELY GOOD! AWESOME JOB ON IT! It’s very realistic and detailed! How long did it take to model so far? Will you use it in anything?

Alright. Thank you so much! I’ll use this next time because I can’t really find good inspiration most the time.

Also, do you use bevels or subdivision modifiers? I used sub divs at first but now I use bevels because they don’t mess up shading and stuff but what do you say?

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When i model guns in Blender i usually just model with no bevels - or 1 segment bevels on some parts. Then i use either the blender remesh method or zbrush to get the highpoly mesh and i do a cleanup on the lowpoly again to get rid of the details that can be baked.

Thank you. I have no idea how long it took in total but i’ve been working on it for like 2 to 3 hours at most in a day. Probably won’t be using it on anything else except my portfolio

CAD is made for machining and 3d printing, so making models for games and such will result in massive tri counts, and low performance in your projects, and possible playerbases having fading interest due to them not being able to run the game properly

Jee I didn’t know that! Thanks SlIavv!

Yes, I am being sarcastic here, there was no need for you to point that out. Also, this isn’t the 2010s anymore where you had to care about triangles a lot. Having 2 or 5 meshes with a high poly count won’t kill performance completely.

yeah but having a lot of high poly models will ruin performance (read my previous message again very carefully)

Yes but I’ll say it again that it’s not 2010 anymore where having high poly models was enough to cause high fps drops. Either way, I am only agreeing with OP on the method they used. It’s obvious that I would end up optimizing the models before importing them into a game engine like Roblox.

If you want to continue this debate then please do it in DMs as it’s rule-breaking for us to argue in someone else’s topic.