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 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.