Author Topic: M249 - Light Machine Gun  (Read 1787 times)

I've been messing about in Blender, off and on, for the last year and finally decided it was time to take a relatively complex asset through the full pipe without resorting back to Max. The last personal weapon I modeled(tactical shotgun) I used to get the basics of Blender 2.80, but I ended up getting frustrated and went back to my comfort zone in Max. This time around I had more experience in Blender so it's 100% done there: modeling/unwrapping/baking/final renders - texturing done in Substance Painter. Target was around 100K on-card verts or triangles. I wanted close up folio shots so I went 4K maps with around 7 texture sheets and baked sharper(more realistic) bevels than the usual real-time asset requirements as this was more a portfolio piece and I wasn't concerned with mipping/rasterisation issues.
I also wanted to shift my workflow to baked shader bevels with no high polys involved, so there is only the final, in-game topology to worry about from the start.

Edges baked to bevel shader. All other normal details added in Painter.

Very nice work!
I teach people how to use Substance Painter. :)

Nice work, I'm also moving away from 3ds Max (due to licensing).