High-poly mesh during initial polypaint texturing (ZBrush).
Primary PBR texture sheets.
This is an antique flintlock pistol, designed to be very ornate with silver features mirroring French designs of the 17th century. The design is my own, borrowing from and inspired by flintlock pistols on display at the Royal Armouries Museum in Leeds, UK.
The texturing was mostly done in Photoshop and ZBrush. I created some tileable albedo images and patterned displacement maps in Photoshop and then projected them onto the gun in ZBrush (using Spotlight). Next, grime, damage, and various other details were added. After retopologizing the mesh and creating a game-ready model, I baked-out normal, displacement, vertex colour, ambient occlusion and cavity maps from xNormal. A full PBR texture set (albedo, metalness, normal, roughness, occlusion, displacement) was then derived from the xNormal bake. This was done in Photoshop with extra detailing accorded with the paintbrush tool afterwards.
No photographs were used in any aspect of the asset’s development; all textures were created by hand. The collector’s case was created afterwards using the same process as for the flintlock.
The above video was featured as ‘Marmoset Video of the Day’ on Marmoset’s blog and Facebook page.
Orthographic view during retopology (ZBrush).
Clay render of high-poly mesh (Mental Ray).
Clay render of high-poly mesh (Mental Ray).
Clay render of high-poly mesh (Mental Ray).
Clay render of high-poly mesh (Mental Ray).
High-poly mesh during initial polypaint texturing (ZBrush).
Primary PBR texture sheets.
The texturing was mostly done in Photoshop and ZBrush. I created some tileable albedo images and patterned displacement maps in Photoshop and then projected them onto the gun in ZBrush (using Spotlight). Next, grime, damage, and various other details were added. After retopologizing the mesh and creating a game-ready model, I baked-out normal, displacement, vertex colour, ambient occlusion and cavity maps from xNormal. A full PBR texture set (albedo, metalness, normal, roughness, occlusion, displacement) was then derived from the xNormal bake. This was done in Photoshop with extra detailing accorded with the paintbrush tool afterwards.
No photographs were used in any aspect of the asset’s development; all textures were created by hand. The collector’s case was created afterwards using the same process as for the flintlock.
The above video was featured as ‘Marmoset Video of the Day’ on Marmoset’s blog and Facebook page.