Done for a school project, this was my first time learning to use Substance painter to create high fidelity game asset.
The entire asset was created from scratch, from the modelling to the texturing of the prop.
Through this project I learned to use Substance painter to create PBR (Physics Based Rendering) textures to get the effect I wanted.



Process



I started the project off with modelling the gun, in both high and low poly. This is because I am planning to bake the high poly textures into the low poly weapon.

I proceeded to UV unwrap the low poly gun, using features in Maya such as automatic unwrap to assist the unwrapping.

After baking the high poly model into the low poly model to create PBR textures, I added materials and tweaked the textures to have a rough, used look to tell a story.

After adding the final touches like the dirt and the grunges on the gun, it presented a well worn weapon that shows that it has been heavily used before.
It presents a story, letting players know that this is not a brand new gun but a gun that have been through wear and tear, which was the effect that I was looking to achieve.