Creating Sci-Fi Weapons for Games
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by Arran Dunn
3 hours ago

Awesome

by Mohsin Majeed Siham
6 hours ago

Very nice advice for Beginners....Really Helpful...Thanks....

The link under texturing is broken, here is the correct link. http://docs.cryengine.com/display/SDKDOC2/Ambient+Occlusion+and+Normal+map+bake+using+Xnormal

Creating Sci-Fi Weapons for Games
23 May, 2017
News

Concept artist Daniel Solovev shared an incredibly detailed breakdown of his sci-fi assault rifle ‘Omnitech AR-5A’ on ArtStation. Daniel did it as a demo for his online course “Weapon Concept Art for Games“. This is one of the most complex and sophisticated weapons you’ll find, so take some time to study this step-by-step guide. 

Let’s start!

Initial sketches. Iteration #1

Initial sketches. Iteration #2

Initial sketches. Iteration #3

Shapes and lines analysis

Zbrush mockup. Keyshot test renders. Overpaint. Iteration #1

Zbrush mockup. Keyshot test renders. Overpaint. Iteration #2

Refining design in SpaceClaim. #1

Refining design in SpaceClaim. #2

Refining design in SpaceClaim. #3

Refining design in SpaceClaim. #4

Refining design in SpaceClaim. #5

Refining design in SpaceClaim. Keyshot test renders. Overpaint.

Refining design in SpaceClaim. #6 Appearance design is complete.

Refining design in SpaceClaim. Keyshot test renders. #1

Refining design in SpaceClaim. Keyshot test renders. #2

Refining design in SpaceClaim. Keyshot test renders. #3

Refining design in SpaceClaim. Keyshot test renders. #4

Refining design in SpaceClaim. Keyshot test renders. #5

Internal parts design in SpaceClaim. #1

Internal parts design in SpaceClaim. #2

Internal parts design in SpaceClaim. #3

Internal parts design in SpaceClaim. #4

Internal parts design in SpaceClaim. #5

Internal parts design in SpaceClaim. #5

Internal parts design in SpaceClaim. #7

Internal parts design in SpaceClaim. Keyshot test renders. #1

Internal parts design in SpaceClaim. Keyshot test renders. #2

Internal parts design in SpaceClaim. Keyshot test renders. #3

Internal parts design in SpaceClaim. Keyshot test renders. #4

Internal parts design in SpaceClaim. #8

Internal parts design in SpaceClaim. #9

Internal parts design in SpaceClaim. #7

Version with standard 420mm barrel.

Final CAD model in SpaceClaim #1

Final CAD model in SpaceClaim #2

Final CAD model in SpaceClaim #3

Final CAD model in SpaceClaim #4

Final CAD model in SpaceClaim #5

Imported in 3ds max as IGES. Whoopsie!

Correctly imported in 3ds max as OBJ.

UI design in Illustraitor.

Reticle test #1

Reticle test #2

Rigging and animation test in 3ds max #1

Rigging and animation test in 3ds max #2

Rigging and animation test in 3ds max #3

Rigging and animation test in 3ds max #4

Rigging and animation test in 3ds max #5

Rigging and animation test in 3ds max #6

Rigging and animation testin 3ds max #7

Materials layot in 3ds max. #1

Materials layot in 3ds max. #2

Materials layot in 3ds max. #3

Imported cutaway.

Animation. #1

Animation. #2

Color sheme research. Iteration #1

Color sheme research. Iteration #2

Color sheme research. Stencil.

Logo and stencil design in Illustrator.

Basic materials in Keyshot. #1

Basic materials in Keyshot. #2

Advanced materials in Keyshot. #1

Advanced materials in Keyshot. #2

Advanced materials in Keyshot. #3

Candy!

Render.

Compositing and postprocessing. #1

Compositing and postprocessing. #2 Done!

Here is the final amazing gun:

The breakdown is a small glimpse at the artist’s “Weapon Concept Art for Games” online course. You can enroll in this course here. Please notice that this online course is only in Russian. And here is a little promo to help you decide.

Source: ArtStation
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3 Comments on "Creating Sci-Fi Weapons for Games"

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glennrenner
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glennrenner

holy..
so much details, this is amazing

blendercross
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blendercross

Impressive work !

nuclearmapper@mail.ru
Member
nuclearmapper@mail.ru

boomb! gorgeous work

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