Modeling workflow breakdown of AKM and RPK rifles made for SCUM video game. All renders were made in Blender EEVEE render engine.
AKM - Game ready asset
AKM - Clay render
AKM - Game ready asset
AKM - Clay render
AKM - Game ready asset
AKM - Wireframe
AKM - Game ready asset. Polycount - 22 702 triangles.
AKM - Wireframe
AKM - Weapon parts
AKM - Receiver interior. Interior parts are low res for a reason.
RPK - Game ready asset. Polycount - 29 414 triangles.
RPK - Game ready asset
RPK - Game ready asset
AKM - High poly before adding modifiers. Since modifiers are kept until the end it is non-destructive modeling and a complete retopo is not necessary, just removing modifiers and small tweaks are enough to get low poly for texturing.
AKM - High poly wireframe with Bevel + Subdivision (Optimal Display) + Weighted Normal modifiers. Sometimes Solidify and Mirror modifiers were combined with previous modifiers. Modifiers are applied only on exported HP FBX file to keep low file size.
AKM - High poly wireframe with modifiers applied. It shows why Bevel + Subd method works the best. High polygon density is on edges while there are less polygons on flat surfaces. Polycount - 3 261 260 triangles = 1 628 016 faces.
AKM - High poly clay render with modifiers applied
AKM - High poly wireframe with modifiers applied
AKM - High poly clay render with modifiers applied
AKM - High poly wireframe with modifiers applied. For small cavities and bumps floaters were used.
AKM - High poly clay render with modifiers applied
AKM - High poly with ID materials assigned, ready for baking
AKM & RPK - Receiver assembly. These parts are sharing Normal Map and packed textures to save memory, while Albedo for RPK and AKM are separate textures.