
Follow a Maya and ZBrush workflow to model a weapon mid-poly part with precise cuts, extrusions, grooves, and panel lines, then prepare a low-poly version with a normal map.
Model a two-piece barrel in Maya, extruding faces and forming the tip, then create holes with booleans and dynamesh in ZBrush. Use the Maya–ZBrush workflow to prep for texturing.
Model a weapon frame in Maya and ZBrush by building high-poly geometry with booleans, bevels, and Dynamesh, then bake into a low-poly using Decimation Master while aligning to a reference.
Model bolts and screws in Maya and ZBrush, building high-poly bolts with cylinders, edges, and bevels. Apply creases, dynamic booleans, and baking to prepare a low-poly, game-ready asset.
Introduces a low-poly weapon workflow in Maya and ZBrush, guiding booleans, clean edge flow, and UV mapping with planar projection, unfolding, and 2048 texture packing.
Texture the weapon in Substance Painter using a specular glossiness workflow, building plastic and metal layers, adding grime and edge highlights, then export 4k textures for rendering.
Texture the weapon in Substance Painter, export textures, and render in Marmoset. Set up three-point lighting, adjust field of view, use a turntable, and apply post effects for polished shot.
Master the Professional Game-Ready Weapon Pipeline
"This course delivers a complete, industry-tested workflow for creating high-quality assets. You will learn, from start to finish, how to take a weapon model from the initial blockout to a professional final render."
Softwares covered in the pipeline:
Maya: Blockout, low-poly modeling, and professional UV packing.
ZBrush: High-poly detailing, and optimization.
Substance Painter: Professional PBR texturing using Spec/Gloss workflow.
Marmoset Toolbag: High-quality baking and cinematic portfolio rendering.
9+ Hours of FULLY Narrated, Step-by-Step Content: The course is divided into easy-to-follow, structured sections:
Section 1: Reference & Blockout. Analysis of the design and establishing the primary shapes to ensure correct proportions.
Section 2: High-Poly Creation. Deep dive into modeling techniques in Maya and ZBrush to create a high-detail version of the asset.
Section 3: Low-Poly & UVs. Professional optimization for game engines and efficient UV layout for maximum texture density.
Section 4: Baking Excellence. Mastering the baking process in Marmoset Toolbag and, most importantly, learning how to identify and fix common baking errors.
Section 5: Texturing & Rendering. Creating realistic materials and wear-and-tear in Substance Painter, followed by professional lighting and rendering for your portfolio.
What you will achieve:
Create a portfolio-ready Sci-Fi Blaster from scratch.
Understand the professional High-to-Low poly workflow used in AAA studios.
Master baking techniques and PBR texturing.
Prerequisites:
You must have the software installed (Maya, ZBrush, Substance Painter, and Marmoset Toolbag).
Important Note: While every step is fully narrated and explained, this course moves at a professional pace. A basic familiarity with the software interfaces is highly recommended to get the most out of the technical workflows shown.