
Compound Bow






Detail Shots:


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.








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 spokes. While I did not have a polygon limit, I wanted to keep the model as clean as possible.

Textured UV Island from Substance


Base Color


Roughness


Metallic


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






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