I tried to recreate the P2020 from Apex Legends. Using Blender for modeling, Substance Painter for texture and Marmoset Toolbag 3 / Blender for render Work time : 13:45h (23.02.2020-01.03.2020) 4:45h Low poly mesh 4:30h High poly mesh 4:00h Texture 0:30h Render
Making this gun helped me improve my hard-surface modeling and texture painting. Also it was my first time using other software for texturing rather than Blender and I say that I'm quite happy with the results I've got. The technique that I use for modeling was to have reference of the gun facing sideways so I could have a easier time trying to model it. Also I use 2 meshes, 1 low poly for game implementation and 1 high poly for texture painting. It did this because it optimizes the uses of memory in the game, by baking a high poly mesh of around 850k tris (24 MB) on a low poly 3.5k tris mesh (175 KB) and faking the details with a normal map. The amount I spend making this gun is justified by the fact that this is my third hard-surface game asset and also I had to learn Substance Painter I have plans for this gun, I want to rig it and to make basic firing and reload animations. The skills that I use making this gun were:
There is room for improvement? Of course it is. Some critique that I can add to this gun refers to the fact that the low poly is a bit pointy around the handle edges, also, the writings on the other half is facing the wrong direction, the handle texture is rushed out and in the final, I can say that the buttons and screw could be painted with normal map brushes inside of Substance Painter to speed up the process.
Did I learn something from making this model? Absolutely.