I wanna share with you my latest weapon with a very brief modeling breakdown (using fusion design timeline). Hope you like it. Also appreciate your comments and critique
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
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Modeled in Fusion 360, optimized in 3ds Max,
highly poly was done in Zbrush,
textured with Substance Painter and rendered with Marmoset Toolbag
Below are some shots:
![Image: https://us.v-cdn.net/5021068/uploads/editor/5o/hwuc6xnugcrg.jpg](https://us.v-cdn.net/5021068/uploads/editor/5o/hwuc6xnugcrg.jpg)
![Image: https://us.v-cdn.net/5021068/uploads/editor/00/zy8pepabnsku.jpg](https://us.v-cdn.net/5021068/uploads/editor/00/zy8pepabnsku.jpg)
![Image: https://us.v-cdn.net/5021068/uploads/editor/2a/9kb5de6qqapd.jpg](https://us.v-cdn.net/5021068/uploads/editor/2a/9kb5de6qqapd.jpg)
![Image: https://us.v-cdn.net/5021068/uploads/editor/r8/76p1mdx6dhef.jpg](https://us.v-cdn.net/5021068/uploads/editor/r8/76p1mdx6dhef.jpg)
Cheers!
Replies
Thanks! that was exactly what I did. The best thing to do though if you have more time is to bevel in Fusion and to have a very subtle polish pass in Zbrush (to clean the mesh more than to polish it). This way you will have a better curvature map later when baking.
@sacboi
Yeah, it definitely needs a try, especially for weapon art.