Creating a Modular Weapons System

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The purpose of this project was to create a modular system for assembling complete and varied weapon loadouts in a game engine for three different weapon types, including an assault rifle, shotgun, and pistol. Since this was for a non-environmental modular set, different risks had to be assessed for this project. The findings showed that it is possible to create the potential for hundreds to thousands of weapon variations within a short time with little rework.

Assault Rifle

The design for the assault rifle was heavily influenced by the AK-47. The goal was to create a modular weapon that fit the basic parameters of this particular assault rifle's style, but with pieces that could be shared with a model of a shotgun and pistol. The modular components of this weapon consist of grips, stocks, and barrels, along with a set of universal accessories.

This images shows the alternate textures applied to the basic configuration of the assault rifle.

Pistol

The design for the assault rifle was heavily influenced by the Colt M1911A1. The goal was to create a modular weapon that fit the basic parameters of this particular pistol's style, but with pieces that could be shared with a model of a shotgun and assault rifle. The modular components of this weapon consist of grips and barrels, along with a set of universal accessories.

Texture alternates displayed on the base model of the pistol.

Shotgun

The design for the shotgun was heavily influenced by the Mossberg 500. The goal was to create a modular weapon that fit the basic parameters of this particular shotgun's style, but with pieces that could be shared with a model of a assault rifle and pistol. The modular components of this weapon consist of grips, stocks, and barrels, along with a set of universal accessories.

This shows the alternate textures on the base model of the shotgun.

Process

Part 1:

Creating the basis for modularity among different weapon archetypes.

Part 2:

Building the representative base models for each type of modular piece 

Part 3:

Creating the base models for all remaining modular pieces.

Part 4:

Refine base models into game-ready assets and model accessory set.

Part 5:

Create high-resolution models and unwrap game-ready assets.

Textures

Gun Components - Albedo Map
Gun Components - Normal Map
Gun Components - Metalness Map
Gun Components - Roughness Map
Gun Components - Cavity Map
Accessories - Albedo Map
Accessories - Normal Map
Accessories - Metalness Map
Accessories - Roughness Map
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© June 2016 by Tiffany Griffith

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Gun Components - Normal Map