This piece is a Barret .50 Cal rifle. Its not exactly an M82 variant or even a M107 since I’ve mixed elements from both guns together. I guess you could call this a Barrett M189? I’m extremely proud of this piece and this will be the new standard of my models going forward!
This model was created using a industry standard workflow of High to Low poly. After I created the blockout I began to create a high poly of the model first. Once that was completed I then created a low poly version which afterwards I began to manually UV unwrap the entire model using seams. Finally before texturing I baked the high poly model onto the low poly which in turn allows me to get the details of the high poly onto the low via texture maps.
Textures: 1 texture set containing 4096x4096 textures, 1 texture set containing 2048x2048 textures and 1 texture set containing 512x512 textures for a total of 3 texture sets. Each texture set contains: Colour, Normal, Roughness, Metallic, AO & Opacity maps. For rendering purposes all texture sets have 4k textures (4096x4096)
I consider this model to be a “hero asset” which is basically a term to describe an important model or a model that gets a lot of attention/ detail. Probably not the best explanation but yeah.
In a game because of Roblox’s limitations I cannot import textures more than 1024x1024 in size, so inevitably some elements of the textures will look pixelated. The highest resolution of textures will be used on the player holding the gun whereas players seeing the gun will see lower resolution models & textures (since the gun isnt up close unlike the player carrying it). This will be the best way to optimise the model for use in a game. Performance wise it should work just fine on modern computers without any sort of noticeable lag.