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Weapon Breakdowns

Breakdowns showing the general workflow used for a few weapon assets.

Modeled rough, adjusting the design along the way - paused until this past month (9/23) - more design  adjustments while finishing the high poly made for a long cleanup of the Low poly mesh!

Modeled rough, adjusting the design along the way - paused until this past month (9/23) - more design adjustments while finishing the high poly made for a long cleanup of the Low poly mesh!

Mesh and Anim tests in Unreal.  Game mesh also used in Marmoset Viewer export:  https://www.artstation.com/artwork/lD8ymV#:~:text=Sci%2DFi%20Revolver%20mesh/rig/anim%20in%20Marmoset%20viewer

Mesh and Anim tests in Unreal. Game mesh also used in Marmoset Viewer export: https://www.artstation.com/artwork/lD8ymV#:~:text=Sci%2DFi%20Revolver%20mesh/rig/anim%20in%20Marmoset%20viewer

Taking a new direction from an existing Base mesh.

Taking a new direction from an existing Base mesh.

Starting off addressing Cinematics and Gameplay needs by providing roughs along the way.  Once approved, model is taken to final.

Starting off addressing Cinematics and Gameplay needs by providing roughs along the way. Once approved, model is taken to final.

Modified smg model progress: used ProBoolean, Edit Poly and MeshSmooth for high poly.  Had ~71 bake meshes (including duped parts).

Modified smg model progress: used ProBoolean, Edit Poly and MeshSmooth for high poly. Had ~71 bake meshes (including duped parts).

Baked in Substance Painter (no cage).

Baked in Substance Painter (no cage).

Main result for this was still images and turnarounds...so, exported a model for use on Sketchfab and in other render tests.

Main result for this was still images and turnarounds...so, exported a model for use on Sketchfab and in other render tests.

Revolver rough

Revolver rough

Revolver rough - ink effect

Revolver rough - ink effect