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Branton Barnes

Junior Props Artist

Introduction

Hello everyone, my name is Branton and I’m a 3D Modeler with a background in design engineering.

After graduating and spending a few years in limbo due to Covid, I found myself inspired to pursue a career in 3D art. That inspiration came from the things I enjoyed watching and learning about in my free time.

Tools

I originally built my understanding of 3D through SolidWorks and a little bit of Fusion 360. In truth, certain ideas of 3D are universal, so the transition to software like Blender was far easier than I thought.

  • Blender
  • ZBrush
  • RizomUV
  • Substance 3D Painter
  • Photoshop
  • Marmoset Toolbag
Grenade-throw_001-min
Untitled_Main-Camera-11-min
Untitled_Main-Camera-10-min-scaled
Untitled_Main-Camera-9-min-scaled
Untitled_Main-Camera-8-min
Untitled_Main-Camera-7-min
Untitled_Main-Camera-6-min-scaled
Untitled_Main-Camera-5-min-scaled

Inspiration, Reference & Goals

I use Pinterest a lot for inspiration and for finding things to model. I prefer modelling an existing object as it’s easier to visualize. While most people find what they like or what they can model, my priorities are as follows:

  • Is it unique?
  • Is it not boring?
  • Is it hard to make, but not impossible?
  • Are there curves for difficulty and interest in shape design?
  • How much detail will be high poly ZBrush detail and how much will be silhouette detail?

While doing this checklist, I came across the Zeiram grenade, a simple small object that has some interesting details and cool textures. It also had AMAZING references from the movie props company, which made my life so much easier.

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Modelling

I model mainly the low poly in Blender and then take it into ZBrush to create the high. I like doing it this way as it means I don’t need to retopo as much.

Over time, while I did learn how to create high polys using Normal Groups in ZBrush, I prefer to apply creases in my low, Sub, then dynamesh in ZBrush. This prevents any smoothing errors.

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During this process, I delete hidden faces to save texture space, lower tri count, and to make my model more efficient.

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Small hole geo is added as a detail in ZBrush, as the normals come out better than if I were to do it as a texture.

For the curved areas, a SUBD workflow was used with the solidify modifier. This is primarily because I’m limited in my sculpting skills. For these parts, I would retopo in ZBrush.

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I was also originally meant to have welding baked on using my high-to-low workflow, but chose to use Substance weld tools, as I found baking errors, as well as wanting to learn how to make Substance welds more realistic using heightmaps.

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UVs & Baking

UVs were a very simple process. I decided to use ZRemesher for the SUBD elements, as I wasn’t sure if my low polys would be good enough. In hindsight, I should have retopoed the parts manually to reduce polycount further.

For most of the shapes, a simple sharp edges process was used and splitting the UV seams for most of the hard surface parts.

For the curved organic shapes, I used an add-on in Blender that uses an algorithm to determine the best paths, and from there I edited the seams.

When it came to laying out the UVs, I would manually adjust some of the scales in order to reduce waste of space. Some areas would be fully occluded.

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These were reduced in scale to save space, while areas such as the red circle were enlarged so there was more detail in texturing.

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The baking process went very smoothly, with me separating out the parts by what I believe to be important for ambient occlusion. These sections would prevent issues with shadows.

I then had to manually fix parallax errors using the paint skew feature, which is great for high-to-low baking.

Texturing

When texturing, my goal is to add grunge and wear in a realistic manner, while also showcasing it in a way that is noticeable for a player character.

In the video, you can see my layer stack for one of the metals I used.

For a lot of the dirt and grunge, I tend to apply it in one go on top so I can adjust it and change layer stacks as and when it’s needed.

For the peeling metal rust, I used a material made by Jared Chavez. He is a really great artist and technically impressive. I did go out of my way to edit a lot of the values to get a more suitable material for what I wanted.

I also used a brush that allowed for variation in its pressure. This is a better process than simply adjusting the alpha.

While it is simple, I was proud that I was able to get the welding done in a way that looked good while also adding ambient occlusion dirt on the bottom of it.

The sticker was created using Sticker Creator, made by Dylan Abernethy.

It’s a very powerful tool that really smooths and streamlines the process of adding custom stickers.

Seam Fix is a new workflow I use where I manually fix any visible seam errors with UVs.

This happens when tri-planar projection doesn’t solve the issue and is most noticeable when tons of layers are added.
To do this, a simple clone tool can be used over the seam with all pass-through options selected to essentially “paint” over the joins.

Rendering

Below are my render settings. I use an HDRI found on Polyhaven and from there, just a lot of adjusting.

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I also use a 3-point light setup, and depending on the angles of the cameras, I will actively add a second 3-point setup for the photos.

Conclusion

This project was fun and a good representation of my skills at this current time. I learned a lot about blemishes, alphas, ZBrush, and baking, which I think showed in the final output.

Rendering comes down to a lot of trial and error, but the outcome can lead to a more realistic and nicer-looking prop.

Thank you for reading and Games Artist for giving me this opportunity! Much love and happy creating!