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).
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.