Two black tactical rifles with attachments displayed against a dark background.

Kel-Tec KSG | Real-Time Game Asset

High-fidelity weapon model built in Blender, textured in Substance Painter, optimized for Unreal Engine.

Overview

This project was a deep dive into high-quality weapon modeling and real-time implementation. I focused on accuracy and efficiency, refining my UV and texturing workflow while also exploring animation and gameplay integration in Unreal Engine.

Modeling & UVs

The Kel-Tec KSG was modeled in Blender with clean, game-ready topology and unwrapped in RizomUV. The workflow emphasized modularity, allowing multiple loadouts while staying efficient.

  • Base weapon and attachments built as interchangeable meshes (carry handle, foregrip, Aimpoint PRO).

  • UVs packed across multiple texture sets for consistent texel density and efficient use of space.

  • Learning RizomUV was a key project goal: I followed official tutorials and documentation, applying advanced packing methods and layout strategies to improve efficiency.

  • High-to-low poly bakes completed in Marmoset Toolbag, then imported into Substance Painter for texturing.

  • Loadout polycounts:

    • Base weapon (Picatinny only): 31k tris

    • Carry handle + foregrip: 38k tris

    • Foregrip + Aimpoint PRO: 48.6k tris

    • Aimpoint PRO only: 14.5k tris

    • All assets combined: 55k tris

  • Texture sets: 2 × 4K (main weapon), 1 × 2K (foregrip + carry handle), 1 × 2K (Aimpoint PRO).

Close-up of a modern rifle with scope, targeting scope, and tactical accessories, seen from below against a dark background.
A close-up of a modern rifle with a tan and black finish, showing details of the trigger, grip, and part of the stock against a dark background.
Close-up of the front part of a firearm, showing the barrel and surrounding components.
A sniper rifle with a mounted scope, positioned against a dark background.

Texturing & Materials

The KSG and its attachments were textured in Substance Painter using a PBR workflow, with an emphasis on realism and modularity. Surfaces were built to capture the contrast between steel, polymer, and painted metal, while remaining efficient for real-time use.

  • Main weapon: 2 × 4K texture sets covering the polymer body, rails, and barrel components.

  • Accessories: 1 × 2K texture set for the foregrip and carry handle, and 1 × 2K texture set for the Aimpoint PRO optic.

  • Variants: green, tan, snow, and camo skins were authored for the main weapon, foregrip, and carry handle, extending the range of visual options.

  • Workflow: channel-packed maps (RMA: Roughness, Metalness, AO) for efficient use in real-time engines.

  • Detailing: layered smart masks and custom wear passes to emphasize edge damage, polymer wear, and subtle dirt buildup in high-touch areas.