Modified TR-410

Blender – Unreal Engine – Substance Painter


This was a project intended to test my hard surface modeling using a high poly boolean workflow. I was inspired after reading an 80lv article featuring artist Alexander Sheynin who touched on his process for creating hero weapon assets for games.

The Low poly model sits at around 18.5k verts which is within acceptable range for a first person shooter. Most of the model was simply generated from the boolean’d mesh and quickly triangulated to save time making sure to clean any major rough edges for clean normals which is crucial in the baking phase.

The model process began a little different than simple box modeling with primary shapes being created, creased on hard edges, and subdivided to be ready for boolean cuts.

The details were cut from the initial blockout allowing me to create complex shapes that would be much more tedious with traditional box modeling techniques. Once the shapes are cut, they are voxel re-meshed and smoothed in sculpting all within Blender.

The asset has 4 texture groups as I wanted to create something usable for games. This would allow parts to be replaced for potential game mechanics like different grips, attachments, or barrels/foregrips.

This was a great project to work on and I had a on of fun picking up the boolean workflow. I’m quite happy with the result and looking forward to the next prop I create!


Contributions: All