I spent a few days on this, using the opportunity to get better acquainted with the Substance Designer/Painter workflow.
Allegorithmic has some brilliant and cheap (in sales) software for texturing. I have been using the Substance painter program since in the beta stages, and it has come a long way since then. I have begun to favour this over Quixel Suit. I'm not a fan of DDo and love the flexibility of Designer, creating custom masks using world-space-normals, custom FX, and then taking the result into painter to tweak and make it look less "one button press for generic material A".
![](https://lh3.googleusercontent.com/blogger_img_proxy/AEn0k_sleASBtwhj6HxrxNep6rqmQt-CErEnrnuBTQdauu490JkR4rcDycnSyQ7IWZMNF-EGMK1pXaBbiawTM3xlRvVQWw=s0-d) |
GIFs are simple to create; Marmoset>gifmaker.me>imgur.com I have a softspot for these over Marmoset viewer/sketchfab |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvYx8nHzMnn_KzIRIoKQ2VopIKWNHKkttmzmPKis673Aa2loyeqrBCppUtnD9SZ9_wo89cXd1GrndPaR4V7VnvShgRgDUsRilGFKDoMgBGrdhFwhnlZN57qe4lj8LUacbi4XupeFX6A5Q/s640/Gun_JUN15_08.jpg) |
I went for a retro sci-fi feel, with orange to compliment the blue glow |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgj4rPbb2p9da1PSuEaKuubuV6J0f7A7yoBDtQOegESVJOUitGShgOcR7PbWBZQhUrF3BTFZrtcU_qbidaPU_epF0CYWMwYGKLhQfVGwOIy3Xo0u-LyynydB3rwmODkTAIVP3L0n6-u0Y/s640/Gun_JUN15_06.jpg) |
The base model is pretty well optimised, using very few triangles. This time round I did not optimise the normals/smoothing groups, which reduces an invisible vert count, which can be seen using a maxscript called Uber vert count |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjdhAf6_cqi3BVXx6zxqqZ22wyUb1zdfFLJn5OBc7ERujdWjl85loS3FbDQpoioVSyBUCBKOAP9Rkva6u9vLQ2KCO9oDlawoAlD0ZRH18gfokmiP_LjAePKHmsejJxquUMjF1nGrQODg5E/s640/Gun_JUN15_07.jpg) |
Creating a presentation Template in Photoshop simplifies the process |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjyA_uDcM9QaG_nvCDhWCY3bU3cjobeANaLMc4nkDLu1YxMfoud6Ryse7kwByBbjL8q3g9umVixPS6DceSuPXrvEpf78fIFFBkchnvUmeGhG5Mf10QJzgd4NRQTynPeIlF6Xc-8SjfYGWc/s640/GUN_MAT_FINAL.jpg) |
Nothing too special about the UVs - Selected which parts to share space or be unique. (My gun is not totally symmetrical) |
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJdZzRjPmRCKLx_SUxipK5sMfyG9EXFFU241rwDJjnZk7OZzHCTCNMvYUgqSjFRLC75XgeRuC5da8QuR8UZ3MRn7xiHluOv5lmVhqCZPHLO18Bl4E-5prFre0LBHFuVm4pmBZdCAydA8E/s640/Gun_Graph.jpg) |
This is Substance Designer 5. The graph shown actually has multiple graphs embedded (from the list on the left) A very stream-lined way to combine multiple substances |
Overall I'm quite happy with the result. I learned quite a bit and got it done in a lot less time than allocated. It's kind of in-between realistic/stylised, which I like, but could be looking sweeter with practice. Saying that, this is my first ever 3D gun!
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