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Breakdown: Modeling & Texturing Realistic Aiming Laser with Substance 3D

Aman Shaikh talked to us about the Wilcox RAID-X project, discussing modeling two versions of the game-ready asset and adding realistic wear and tear and decals using Blender, ZBrush, and Substance 3D Painter.

Introduction

Hey, I’m Aman Shaikh from India. Growing up, I was always hooked on video games, whether it was on my PC or phone. I wasn’t playing for fun; I was genuinely curious about how everything worked. I used to wonder how games and movies managed to look so real and detailed, and how artists made those experiences feel alive. That curiosity slowly turned into a real passion, and that’s what pulled me into the world of 3D art. I started learning the tools, exploring how things are made behind the scenes, and the more I learned, the more I knew this is what I wanted to do.

Inspiration & References

I originally planned to create a fully equipped AR-15, so I needed a laser attachment for it. While researching options online, I came across the Wilcox Raid-X and found its design appealing. That’s what inspired me to model it. I began by collecting references from various high-quality websites and also explored Pinterest for worn or used versions to better understand surface details and wear patterns. Having strong reference material helped guide the modeling and texturing process.

Modeling

Once I finished gathering references, I jumped into the modeling phase. I began with a blockout in Blender by tracing over blueprints I found online. The Wilcox Raid-X has a complex and challenging shape, so planning from the very beginning was essential. I used Boolean objects to cut into the blockout and refine the overall form, but instead of applying the Booleans right away, I kept them non-destructive and used them only for previews to make sure the shape was going in the right direction.

One important tip: always save your Boolean objects. They come in handy later during the low-poly phase, especially when you want clean, optimized geometry without starting from scratch.

For the Nanite version, I decimated the high-poly down to around 200K tris – just enough to keep all the important detail while staying optimized for real-time use. After that, I began working on the low-poly version, which honestly is one of the most difficult and time-consuming parts. Getting a clean, optimized mesh that maintains the silhouette and bakes well takes patience, but it’s key to making a proper game-ready asset.

Unwrapping

After completing the high-poly and Nanite versions, it was time to move on to the low-poly model. For this, I reused the original blockout mesh I had created for the high-poly. Since I had saved all the boolean objects during the early modeling phase, I simply applied those booleans in Blender to shape the low-poly version. This approach saved a lot of time and avoided the need for manual retopology.

Once the Booleans were applied, I spent time cleaning up the mesh, removing unnecessary edge loops, fixing shading issues, and making sure the geometry was optimized for real-time use. It took some effort, but having those saved booleans made the process much faster and more efficient. The result was a clean, game-ready low-poly mesh without having to retopologize everything from scratch.

For the UVs, I brought both the Nanite and low-poly meshes into RizomUV. There, I unwrapped and packed everything into a single 4K texture set. RizomUV makes it easy to get tight, efficient UV layouts, and that helped ensure I was getting the most out of my texture space for both versions.

Texturing

Now came the part most artists look forward to – texturing. With both the Nanite and low-poly versions ready, I started with the Nanite model first. My goal was to texture this high-resolution version thoroughly and then bake down those details onto the low-poly later.

Before jumping in, I spent a good amount of time studying my references to understand the wear patterns and material characteristics of the real Wilcox Raid-X. Realism starts with observation.

For the main body, I began by building the base material. Although the laser appears black, true black in the real world often has underlying tones, like green, blue, or purple. I went with a subtle blue tint, which added richness and depth to the material.

To create a heavy-duty plastic look, I used the Computer Plastic Old material in Substance 3D Painter. I first applied it only to the normal channel to get that grainy, slightly bumpy surface detail that feels like hardened industrial plastic. Then I introduced color variation in two ways:

  • Edge fading using a brighter and rougher layer to give that natural worn look.
  • Grunge-based variation using a Dirt Map with a cloudy breakup to add surface realism and prevent the material from feeling flat.

Once the main body was done, I moved on to the smaller parts, which were straightforward and quick. Still, something felt off – the surface lacked that final touch of realism. That’s when I added oily smudges and fingerprints in logical spots like around the buttons and grip zones. It instantly elevated the realism of the piece.

For the buttons, I created a smooth, glossy plastic material – brighter than the main body – with rough edges and a hint of dust buildup. This gave them that subtle tactile contrast while keeping it believable.

Finally, for the metal parts, I returned to the Computer Plastic Old material again, but set the metalness to 0.9. This trick gave me a nicely aged, grungy metal surface that tied in well with the overall aesthetic.

Once the base materials were in place, it was time to add decals – an important step for showing usage and giving the asset some history. These decals not only indicate how frequently the laser has been used but also add a strong layer of storytelling to the prop.

I began by masking the areas where I wanted the decals to appear. Then, on a new layer, I copied and pasted the mask from the previous layer to keep the placement consistent. I set the normal channel to “replace” on the decal layer so that it would override the underlying surface detail, giving the decals their own fresh normals for clean surface definition.

For the decal text and graphics, I created custom stencils in Photoshop, which allowed me to have full control over design and clarity. These were painted directly onto the masked areas in Substance 3D Painter.

I wanted the decals to feel like real stickers that had been applied and aged over time. To simulate that slightly bloated, bubbled look you see when air gets trapped under a sticker, I used the Creases Soft grunge from Painter and applied it to both the height and roughness channels. I also made the sticker slightly glossier than the base surface, so it would catch the light differently and pop more in renders.

To push the realism further, I added wear and tear. One trick I used was duplicating the decal’s mask to a new layer beneath the main sticker layer. On this underlayer, I applied a paper-like texture using a grunge map from Painter and gave it a rougher and more elevated height. Then I used the warp filter on the original decal layer to selectively erase parts of it, revealing the “torn” paper layer beneath. This made the sticker look scraped, worn, and partially peeled off, adding visual interest and narrative.

Finally, I topped it off with subtle grunge and dirt passes using rough layers to blend the decals with the rest of the surface. These final touches helped ground the decals into the material and made them feel like they belonged there, not just something slapped on top.

Texturing Tips for Realistic Props

  • Always avoid pure black or white; real-world surfaces have color depth.
  • Use normal-only detail layers to break up flatness without affecting other channels.
  • Introduce edge wear and smudges where they logically make sense—think like a user.
  • Don’t skip microdetails like fingerprints, oils, or dust—they bring the model to life.
  • Use references constantly. Guesswork rarely leads to believable results.

Tips for Realistic Decals

  • Use your own stencils for clean, custom decal designs.
  • Set the normal channel to “replace” for proper surface definition.
  • Slight glossiness on stickers helps them pop in renders.
  • Layer wear and tear beneath the decals for depth and storytelling.
  • Don’t be afraid to scratch, peel, or distort decals – they tell a story.

I finished off my texturing by applying contrast and HSL filter to make bit color enhancements.

Baking

Once I finished the texturing process, I moved on to baking and rendering. I used Marmoset Toolbag 5 to bake my high-poly textures down to the low-poly mesh. The baking process in Toolbag is super intuitive and beginner-friendly – there are tons of great tutorials out there if anyone wants to dive in. It handled the Normal and AO Maps cleanly, which gave me a solid base for the final presentation.

Lighting & Rendering

For the rendering and presentation of this project, I primarily went with studio-style renders with a touch of cinematic mood. I used Quixel Megascans assets for some of the environment elements and background enhancement to give it a bit more visual context.

When it comes to rendering, I follow a few solid rules that always help me get clear, polished results:

  • Start with a good HDRI. I always use high-quality HDRIs for base lighting. It really helps in grounding your object and providing realistic reflections and ambient light.
  • Edge lighting is key. I make sure to place lights that highlight the edges of my model. It helps define the form better and adds crispness to the silhouette.
  • Showcase your texturing. The whole point of rendering is to highlight the work you’ve done. So I always check if my surface details, like roughness variation, fingerprints, and decals, are clearly visible in the lighting setup.
  • Use a three-point light setup – I use one rim light, one fill light, and one highlight to shape the model and bring out the form and material response. This gives the object dimension and makes it visually interesting.

For post-processing, I rely heavily on ACES tone mapping, which brings out richer contrast and makes textures feel crisper and more realistic. I usually set Clarity to around 0.3–0.4 and Sharpening to 0.5. These values help make the render pop without overprocessing it.

I typically leave other render settings on default, but I always increase the resolution from 1920x1080 to 6720x3840 for the final renders. This alone makes a huge difference in clarity and sharpness, especially for portfolio presentation or close-up detail shots.

Conclusion

This project took me about two weeks to complete. One full week was dedicated to modeling and unwrapping, and the second week was spent on texturing and rendering. I like to give each phase the time it needs to ensure the quality feels consistent throughout.

The main challenge was the modeling phase. The Wilcox RAID-X has a very complex shape, and keeping the geometry clean while accurately matching the blueprints required a lot of patience and precision. It was tricky at times, but sticking with the plan and refining step-by-step helped me push through.

The part I enjoyed the most was texturing. It’s where I feel most immersed and creative. I love having full control over the surface storytelling, deciding where wear happens, how materials interact, and giving the prop that believable, used look. For me, texturing is not just crucial, but also the most challenging part of the pipeline, since it requires a solid understanding of materials and how they behave in real life.

One key lesson I learned is how important it is to plan everything from the beginning and stick to that plan. Rushing into a project without a clear workflow only leads to backtracking.

If I were to give any advice to aspiring 3D artists, it would be:

  • Keep practicing consistently.
  • Ask for feedback – it accelerates your growth.
  • Always gather strong references and try to match them closely.
  • And most importantly, stay patient and enjoy the process.

That’s what worked for me, and it’s what continues to push my skills forward with every project.

Aman Shaikh, 3D Artist

Interview conducted by Amber Rutherford

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Comments 1

  • Kurilo Oleg

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    Kurilo Oleg

    ·16 days ago·

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