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Compound Bow

Bow_DetailShot_06.png
Bow_DetailShot_04.png
Bow_DetailShot_01.png
Bow_DetailShot_02.png
Bow_DetailShot_03.png
Bow_DetailShot_05.png

Detail Shots:

IMG_8063.jpg
IMG_8062.jpg

References:

 

The bow I modeled and textured is a replica of the bow I used in archery practice growing up. So I used the physical bow as a reference. I also took pictures of it on an iPhone and used those for orthographic image references.

Bow_Wireframe_Back.png
Bow_Wireframe_Details3.png
Bow_Wireframe_Details1.png
Bow_Wireframe_Details5.png
Bow_Wireframe_Front.png
Bow_Wireframe_Details4.png
Bow_Wireframe_Details2.png
Bow_Wireframe_Details6.png

Modeling:

 

The modeling process took place mostly in Maya but I used Houdini for part of it. I started with the general form first by making the upper and lower limbs, made the body and smoothed the geometry, then modeled the wheel axels at the top and bottom. That allowed me to lay out where the strings ran and then I focused on the smaller details like the grip, bowsight, arrow rest, etc. When it came to the arrow rest I used Houdini to place the individual plastic spokes onto the arrow rest. I then manipulated the direction and direction variance of the spokesWhile I did not have a polygon limit, I wanted to keep the model as clean as possible. 

Bow_Uvs.png

Textured UV Island from Substance

Bow_BaseColor_2.png
Bow_BaseColor_1.png

Base Color

Bow_Roughness_1.png
Bow_Roughness_2.png

Roughness

Bow_Metallic_1.png
Bow_Metallic_2.png

Metallic

Bow_Normal_1.png
Bow_Normal_2.png

Normal

Texturing:

 

The bow was textured solely in Substance Painter. I tried making the textures as close to the physical bow as possible.

Bow_DetailShot_06.png
Bow_DetailShot_04.png
Bow_DetailShot_01.png
Bow_DetailShot_02.png
Bow_DetailShot_03.png
Bow_DetailShot_05.png

Lighting:

 

The scene was lit and rendered in maya using Vray and 3 point lighting.

© Lindsay Seichter

3D Artist

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