A set of 1st person weapon assets I built for Call of Duty: Black Ops 3 for launch as well as DLC, both main weapons and weapon attachments. Although I was responsible for final blockout meshes, high poly meshes, low poly + UV unwraps, bakes, and textures, I am only able to show the final in-game low poly textured assets due to Activision/Treyarch’s legal requirements.
These weapons were made with exacting animation requirements and parts broken up into segments allowing for replacement and attachment parts to swap in seamlessly, requiring careful use of AO, grime and wear accumulation so that the assets looked as natural as possible while not having odd seams or transitions when parts were inevitably swapped out with enhancements in-game.
Modeled (high, low, and unwrapped) in 3d Studio Max, baked and textured in Substance Painter.
A “near future” variation on an M1 Garand. I was responsible for the complete material direction on this asset as the concept provided was only a rough black and white line drawing.
A “near future” variation on an MP40. This was another asset where I was responsible for the complete material direction on this asset as the concept provided was only a rough black and white line drawing.
One of several assets I made that was not based on a “futurized” WWII weapon and was instead a more custom, non-concept reference-less weapon.
Another weapon, this time an AR, that was not based directly on an existing real-world firearm.
A large EMP based rocket launcher that was completed with some fairly complex animation requirements.