Fallout 4: Nuka Shotgun

(Electrocactus) #1

Hello everyone!

I would like to present my latest model: Nuka Shotgun.

When the new DLC came out, I instantly knew, I need to model something lol :smiley: so, I did.
Wanted to do some kind of weapon, but with unique detail, that could fit the Nuka World.

This is what I came up with: https://sketchfab.com/models/766c4bcf7f4047538ec032ba132c6750
Thanks to @oskarsdzenis for the animation. :wink: He also animated my last model
Gaz: https://sketchfab.com/models/275e1879e8034019ba480a5ca6ac7d05

Really exited, that everything came out +- as I wanted. This model was a bit challenging, because I textured it in Quixel suit. I never used it before and this is my first model in it. For those Who keeps asking the same old question: Substance painter vs Quixel? Now, I have the answer and I can give few solid points, why.

1) The layer system in Quixel is much better and more understandable.
2) Default smart materials looks amazing. As I understand, they are 3d scanned, so they look lifelike.
3) I can get better looking and sharper textures in Quixel.
4) For my PC, Quixel run much better. I could work with 4x4k textures, paint everything on model and there was no lag. I could not even add smart materials 4x4k in Substance, it crashed.

For more AWESOME screens, check out my Artstation post: https://www.artstation.com/artwork/1RzO2

Here is a quick evolution of the project :smiley:

High Poly WIP

Now, on to the low poly!

Dirty bake on to the low poly, from high poly (with auto unwrap uv's)

Boom, low poly done.

Started to texture it in Substance painter
However, after few h of work, I realized, that it does not look good and I wanted to try Quixel out.

Started texturing in Quixel. Man it looked so much better already!

Started working on addon: Nuka Scope.
This is a high poly of it.

Testing, how it will look on the weapon

The whole thing done!

Thank You! If someone have any questions, I'll be happy to answer them! :wink: