"Magnum" .50 calibre revolver

This beast was one of my favorites, and one that began an expanded collaboration with concept art. I grew up shooting .22s at a shooting range, and my brother became an ordinance specialist in the Army. I ended up knowing much more than I ever really wanted to about firearms. I did a bunch of rough mock ups for different ways the cylinder could be arranged to make it more unique--standard swing out, fully removable and replaced like a magazine, static with a loading port. The one that won was based on an old Navy revolver that broke open at that hinge you see forward and below the cylinder. Not only was it unique, but you got to see and hear all the spent brass jingle away. The alt fire would trigger the rounds you'd fired to explode. You could lay traps with this. It was great.

The "high res rough" was born of my realization that it was worth some over poly art during development to allow designers and creative directors a clearer vision before approving final production on assets.

"Magnum" .50 revolver, Resistance 3, Insomniac Games (PS3, Luna engine)

"Magnum" .50 revolver, Resistance 3, Insomniac Games (PS3, Luna engine)

"Magnum" .50 revolver, Resistance 3, Insomniac Games (PS3, Luna engine)

"Magnum" .50 revolver, Resistance 3, Insomniac Games (PS3, Luna engine)

Here are what I started to call "high res roughs" of the Magnum. They show the 3 stages of upgrade.

Here are what I started to call "high res roughs" of the Magnum. They show the 3 stages of upgrade.

Color map. Wow is this dark. The lights in this game were dialed up high, and it was dark metal with fairly high specularity. I put a lightened version here, too, but that's just so you can (kind of) see the detail.

Color map. Wow is this dark. The lights in this game were dialed up high, and it was dark metal with fairly high specularity. I put a lightened version here, too, but that's just so you can (kind of) see the detail.

Normal map.

Normal map.

Color map that's been tuned lighter so you can see it. The original was very dark--variation came out in game in specularity. Same with the fairly flat colors here, there was grunge and scratches and such for variety.

Color map that's been tuned lighter so you can see it. The original was very dark--variation came out in game in specularity. Same with the fairly flat colors here, there was grunge and scratches and such for variety.