2.1 ⬩ Initial Measurements and Blocking
It all starts with the cartridge and the barrel, two key parts of the gun that I wanted to scale accurately to establish the overall proportions.
According to the reference, the gun uses 6mm Creedmoor cartridges, so I followed these steps:
Use Real-world measurements of the cartridge.
Overall 2.8" length
Diameter of 0.473".
In Maya: Used cylinder primitive.
Set subdivision axis to 32
Set length to 2.8
Set radius to 0.236 (diameter ÷ 2)
Casing and Bullet Proportions
Used an image overlay to block the parts by eye.

Once the cartridge was complete, I applied the same process to the barrel. With the barrel block out, it became my basic "unit of measurement" for blocking out all other parts of the gun.
2.2 ⬩ Boolean Modeling in Zbrush
Once the general block out of all pieces needed are complete, I'll then transfer everything over to Zbrush. From there, I'll do a back and forth process of cutting or adding shapes to the basic forms using Zbrush's powerful Boolean capabilities!

I picked up this interesting high poly modeling technique through Florian Neumann's Game Resolution Shotgun SR-410 and Eugene Petrov's Springfield XD Mod2 tutorials. [Quick shoutout to them for the amazing knowledge share!] This Boolean workflow is generally non-destructive and allows for quick iteration with fairly solid end results.
2.3 ⬩ "Make Boolean Mesh" and Detailing
With the high poly Boolean complete for all parts, the next steps are as follows:
Under Boolean, we will select "Make Boolean Mesh" to combine all Boolean operations.
Apply Dynamesh to each part
Apply crisp edges to achieve soft bevels around hard corners.

When using dynamesh, it’s important to set resolution parameters for each part as a rule of thumb. This will maintain file size as much as possible and avoid potential performance issues on Zbrush!
Large parts ~ Max 4096 resolution
Mid-sized parts ~ Between 2048 and 1024
Small parts ~ Below 1024, down to 400
To ensure consistency, I created a chart in my Notion document to track the dynamesh resolution and crisp edge values for each piece. This makes it easy to revisit and adjust any part of the Boolean-to-dynamesh process if needed.

2.4 ⬩ Dynamesh Limitations / Using Floater Geometry
One limitation of Boolean modeling is capturing smaller details, such as screws on the scope turrets. I was getting errors with smaller meshes so to address this, I added floater geometry in Maya for these details.

These floaters will be baked onto the low poly model later in the process. The added benefit of having floater geometry is that they save time versus adding Boolean details into Zbrush and you can place them anywhere at anytime!