HELLCAT® RDP™ HANDGUN

Hi everyone, today I would like to present you my work, namely the Hellcat gun. The new Hellcat RDP combines compactness with a factory-installed compensator and red dot sight.

To create blockout and low-polygonal mesh I used Maya program. To create a high-polygonal model I used Zbrash, namely I exported objects from Maya to Zbrash, there with the help of dynamic subdivision, creases and sculpt I got high-polygonal models, and then with the help of dynamesh and polish functions I created chamfers, and gave the object a physically correct look.

Later, I optimized the same mesh that I had left from the blockout to get an adequate low-polygon mesh without shading problems and normal polygon count.

For sweeping I use Maya program, for smoothing UV islands I like to use UV layout program and for packing I use Rizom UV program.

For baking I use Marmoset, and for normal correction I use Photoshop additionally, depending on the complexity of the object. I also bake curvature maps, Ambient Oclusion, and at my discretion or if necessary a Material ID map.

Then for texturing I use Substance Painter, and additionally Photoshop. Then comes the rendering, and for this I like marmoset, which is close to the rendering in the game engine. At the end I do post-processing, most often I start with the camera in Marmoset, and then I use the programs Luminar and Photoshop.

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Posted on May 10, 2024

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