This is the result of my first foray into making game-ready weapons. I took an online course by Tim Bergholz to learn the fundamentals from a seasoned professional and lay myself a solid foundation to build upon later.
Since I already had experience using Blender for creating game-ready assets, I made this model based on notes I took during the course. I of course consulted the videos multiple times while dealing with some challenging areas, but mostly, I threw myself at the challenge and thus, learned a great deal.
This project was an eye-opening study of game-ready modeling for me and the lessons I learned elevated my work thereafter. The biggest take-aways for me were:
The remesh workflow and developing an understanding of when and where it is best to use it,
Multiple UV related tips and tricks including offsetting and using third party packers for more efficient packing,
Texturing in Substance Painter especially for creating engravings and markings and wear and tear,
While I had used floating details before, I learned a great deal about using them more effectively and convincingly,
Making decisions about the model's structure, and how to decide which parts to combine, and which ones to model separately
Final renders and baked maps:
Turntable
Wireframe and Seperated Parts
Tri Count, Folder Structure & UV sheets
Folder Structure
Number of tries