
Important! This course does not include the author’s commentary during the modeling process. The author simply demonstrates the process of creating the asset
About the Course
In this course, we’ll work with organic shapes in Plasticity and create a realistic pistol grip using a modern Bevel Shader pipeline. We’ll go through the entire process: from analyzing the reference to the final render.
Level: From beginner to confident intermediate artist.
Pipeline
(Plasticity): We’ll create the model’s base using references, NURBS curves, and surfaces.
(Blender, PiXYZ): We’ll export the model via PiXYZ, convert it to a polygonal object, and import it into Blender for final cleanup and UV unwrapping.
(Plasticity): Based on the low-poly model, we create a detailed copy. We add cutouts and bolts, which will later be “baked in.”
(Blender, PiXYZ): We convert the high-poly model into a dense polygonal mesh. In Blender, we configure the naming convention (Low/High) and assign ID materials.
(Marmoset Toolbag): We bake the main maps using the Bevel Shader (available in Marmoset Toolbag 5). We adjust the bevel size depending on the scale of the details.
(Substance Painter): We recreate the necessary alphas (text, logos) and refine the texture structure of the handle.
(Marmoset Toolbag): Set up the lighting and camera to create a striking presentation for your portfolio.
Course Outcomes
By the end of the course, you will learn how to create optimized game models with realistic textures and master the modeling of complex hard-surface objects in a CAD environment.