Modelling a Video Game 'Glock' handgun - Introduction to 3D Modelling



'Electroshock Glock'
Rendered in Substance Painter



Glock Model
3DS Max

For my detailed model, I initially applied myself to designing a Glock, as I felt it an appropriate challenge. I was able to trace my base model from a widely available library of imagery - but could also apply my own creative input through texture and potentially attachments or 'character features': which I chose to do here in the form of my 'electroshock' attachment.



Glock Low Poly
3DS Max

Creating a high-fidelity model also meant I could apply the use of a PBR based texture suite like Substance Painter - something that I am keen to explore but have yet to do so. This would enable me to create highly realistic and 'triple-A' appearing assets. However, such techniques benefit from utilising 2 meshes: a low and high poly. By baking in detail (such as normal and curvature maps) to a lower detail mesh game assets can be less resource heavy whilst maintaining very high levels of visual fidelity.

With my asset being purely educational, I limited the amount of detail I would remove in my low poly mesh as there was no specified poly-budget I was required to adhere to.



Concepting my Electroshock Attachment
Photoshop CC

To personalise my model and give it more of a 'video-game' feel I was keen to give my 'weapon' an attachment. I also desired to feature something unconventional where I could apply creativity - so I opted for an improvised feel, adding an unrealistic but visually attractive battery pack to a more conventional 'taser' body. All adhered with a healthy supply of rubber bands and hobby electronic wire. These features would also allow me to add more organic geometric features like tubes and bands - something which lacked from my conventional Glock model.




My Final Textured 'Electroshock Glock'
Substance Painter

To provide my 'weapon' with a worn appearance, I utilised mask generators in substance to provide the impression of edge wear. 

To quickly create batteries I used alphas to project onto the UVs.

I was also able to utilise alphas to add details like the 'Glock Logo' and 'Electrical Hazard Warning Symbol'.



Gun
Tor Frick

Making fantasy look real is something that has impressed me throughout the CG medium. In Frick's work, the strength of his concept's make the work even more powerful.



Battlefield 1 Weapons
Peter Olofsson Hermanrud

Dice's pursuit of fidelity in rendering and engine work never cease to surprise me. With their assets having an overwhelming feel of tactility and weight, with PBR providing a real sense of meterial diversity and fidelity.

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