Ultimate - Tips and Tricks Breakdown for AAA 3D Weapon Creation
What You’ll Learn:
Creating AAA weapons isn’t just about modeling, it’s about mastering every stage of the pipeline. In this breakdown, I’ll share my workflow and pro tips for building production-ready weapons from start to finish.
First Steps - Setting up units, object positioning, import/export, keybinds, and essential plugins, scripts to speed up your workflow.
Blockout - Nailing proportions, dimensions, and references to build a strong foundation.
High Poly - Sub-D, 3ds Max Boolean, and CAD workflows, handling tricky angles, chamfers, fillets, and edge polish using methods like Dynamesh and bevel workflows.
Low Poly - Remove unnecessary small details, add support edges, fix normals, restore smoothing groups, and triangulate odd faces, all while keeping the silhouette and shading under control.
UVs - How to unwrap based on smoothing groups, straighten UV islands, and understand the rule: every hard edge is a UV split, but not every UV split is a hard edge. How to use Rizom UV’s tools to get perfect packing, square and non-square UVs.
Baking - We’ll do the baking in Marmoset using the high poly mesh from Zbrush or using the bevel shader. From naming conventions and material setup to skew painting and exploded bakes.
Substance Painter - Finally, we’ll bring it all together. Import the low-poly mesh, set up baking maps automatically using naming conventions and maintain texture progress through re-imports. I’ll also show how to match Substance and Marmoset for consistent final results.
From start to finish, this is the complete breakdown for AAA Weapon Creation. Let’s jump in!
If you have any questions don't hesitate to ask.
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