Hard Surface Weapon Study
I've enhanced this model by creating its internal structure and optimizing the topology for rendering with subdivision.

I've enhanced this model by creating its internal structure and optimizing the topology for rendering with subdivision.

This image as well as the image under are olde versions of this project.

This image as well as the image under are olde versions of this project.

Isaac Oster introduced me to an interesting pipeline that combined Fusion 360 for creating realistic models that are later optimized within Maya. The resulting high-quality base geometry could be further refined for use in real-time engines such as Unreal or physically based render engines like Renderman.