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Glitch Rifle

The Rifle was created for Glitch Moba a VR Moba Shooter for standalone VR. The goal here was to create a pipeline for 3D assets production of the game. It had to be fast and to allow editing some parts easily.

The idea was to get a retro futurist (like in the game) gun that can have several gameplay related animations. These are the final concepts created by Damien Jacquemin from Wild Bishop studio.

The idea was to get a retro futurist (like in the game) gun that can have several gameplay related animations. These are the final concepts created by Damien Jacquemin from Wild Bishop studio.

The first model (by Jérôme Dardenne) is a quick shaping model to ensure everything works together. The high poly was done after then the low poly without normals since they will be stored in a normal map. A simple rig was done to allow some animations.

All texturing is done in Substance Designer. All datas are captured from the high poly to the low poly mesh. Material ID are used to separate various materials. Then the Simple Triplanar Texturer is used to define better each material.

In output, I get the Albedo, a Normal Map texture and a merged texture with Ambient Occlusion, Roughness & Metallic.

In output, I get the Albedo, a Normal Map texture and a merged texture with Ambient Occlusion, Roughness & Metallic.

All of that give me a really simple material for the unanimated part.

All of that give me a really simple material for the unanimated part.

This is the final result in Unreal which is pretty close to what we had in Substance Designer and with the high poly model.

The Animation Blueprint have also some parts from Thibaut Petit. You can see here how all animations are called.

The reload shader is used to show if the rifle is empty or if it needs to be reloaded. The visor is super simple and driven by a blueprint to show current accuracy.