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Fallout 4 assets: The Ripper Update

After few hours, I corrected the scale and now it looks much better. The one handed weapon is back lol.

I corrected several things, to get to this stage:

  1. Removed second handle – The handle made it look like two handed weapon and too similar to chainsaw.
  2. Scaled up gas tank lid – I scaled it, so it fits in character hand. Took the handle as reference, 1/2 of the size.
  3. Scaled up bolts/screws
  4. Corrected vale/piles – Remodeled the whole fuel system. Made it slick and compact.

After all fixes, the weapon looks really like Fallout 3 version, with next-gen look. Check it out:




This was one of the last big steps, before polishing up. So, here are the last updates, that I did.

Updates that I made:
1) Finished handle system
2) Polished few shapes (added polys, remade wire)
3) Finished chain
4) Modeled inside parts (engine)




So, that’s about it, high poly mesh is done and I will start working on low poly mesh. Stay tuned for more updates.



Fallout 4 assets: The ripper update

Fallout 4 Asset WIP

Back with some updates. It has been almost a month since my last update, but as always, I will deliver. I did a lot of work on the fallout ripper and it’s starting to look just right.

If someone missed out, You can check out my previous post: Fallout 4 Assets: The Ripper (Beginning)

I have made print-screens for each version, so everyone can check out, the evolution of shape, parts and design.  Let’s start!

1. Last update looked like this. Basic shape blocked out, to see the proportions and shape of it. At this stage, I did not care about wire frame or level of detail. Ruff mesh sketch.


2. When I had the basic shape/size, next step is details. As in step one, I pulled a fast one and modeled all parts in one hour, did not care about wire frame or precision. At this point, it was clear to me, that left side is really heavy and the right side lacks details. I always try to make my models logical and believable, even if it’s something out of this world, should be logical and functional. Did some annotations on parts, that I modeled, to give the mesh some extra detail.



3. In picture, that I posted before, I blocked out all the details that I want on my weapon. Now I started to re-shape/re-model them and get it closer to the finish thing. System that I used is simple: Take one part, duplicate it, move a side and start remodeling new on, on the existing. This way,I know that the part will fit my weapon and I can add extra details on it. Just remember to throw it on the weapon from time to time, to see how it looks. At this stage, there are some missing parts, because I did not like them and removed.


At this point, I really thought that I nailed it and it looks good, however, I noticed one thing. The sword style weapon now looks like chainsaw. That means, it’s now two handed weapon and heavy as fuck. This was a no go and I needed to fix it. The main mistake I made, was in scale department. Parts that should have be big and viable from zoom out, was small and not noticeable.

Basically, I forgot my NR.1 rule, when modeling weapons: ALWAYS CHECK YOUR WEAPON SCALE ON CHARACTER.

So, now I needed to remodel a lot of things and re-scale some parts. Let’s do it! I will continue my work in next blog post, because it will take some time, to remodel and re-scale. Be sure to check out some of my other WIP posts.

Fallout 4 assets: Ripper weapon

Hi everyone!

I’m back with another WIP topic. This time, I will take one of my favorite melee weapon from Fallout 3 and remake it, with new school techniques and graphics. I chose the good old: Ripper. Basically, the idea is, remake the weapon and add some extra detail to it, after-all, the game is 7 years old.

First things first, I collected Fallout 4 reference pictures from google. Here they are:
game_art_fallout_3_ripper_weapon_assets_electrocactus_kaspars_pavlovskis fallout_4_assets_electrocactus_kaspars_pavlovskis_low_poly_game_art_models_3d fallout_3_ripper_electrocactus_low_poly_assets_3d_models the_ripper_fallout_3_assets_low_poly_melee_weapons_game_art

As I mentioned several times, I am really busy the time, so this probably will take some time to finish. Anyhow, stay tuned and check out my progress. I will post some 3d pictures, as soon as I start.


Did some quick modeling today. The main idea was, to get all proportions right and shape. I added few extra parts, that could look cool and makes sense. I was thinking, how the weapon works, if there is no gas tank or battery lol. I guess Fallout makes kinda left it to players imagination… So, here it is, quick mesh.


Fallout 4 assets done.

Finished my mini test: Fallout 3 assets to Fallout 4.
As I stated in previous post, the idea was, remake retro gas pump and see, how much better my 3d skills are now. Test was successful and I am happy with results.

Here are some WIP pictures. Enjoy.

This is the old jerrycan model from 2012.

jerrycan low poly game art

jerrycan low poly game art

This is almost finished low poly jerrycan model, quick render in marmoset toolbag 2.

Low poly assets, marmoset toolbag 2, game art

Low poly assets, marmoset toolbag 2, game art

Had some bugs along the way. Don’t know how to fix this bug with smart materials, so I just fixed it in photoshop.

Game art, 3d models, substance painter, bug testing. Texturing

Game art, 3d models, substance painter, bug testing. Texturing

After jerrycan I moved to the most important asset texturing and modeling. Retro gas pump. As reference model, I took my own 2012 modeled piece. So, here are some tests and WIP pictures.

This is the old 2012 model.

Low poly game art model.

Low poly game art model.

And this is almost done, new retro gas pump model. Made in Fallout 4 style.

Fallout 4, retro gas pump, 3d models

Fallout 4, retro gas pump, 3d models

And, some testing and WIP pictures. Old gas pump and new one, side to side comparing.

Low and High poly models.

Low and High poly models.

This way, I can see,that my modeling skills have evolved.

Some normal map testing in marmoset and substance painter.

low poly and high poly model

low poly and high poly model

low poly, game art, fallout 4, 3d models

low poly, game art, fallout 4, 3d models

substance painter, testing, low poly models, normal maps

substance painter, testing, low poly models, normal maps

Last piece for the mini scene was the base. I wanted to make something simple, jet interesting to look at. So I decided to make damaged concrete block with metallic belt around.

Here is the finished piece.

Game art, low poly, fallout 4

Game art, low poly, fallout 4

Some pictures with high poly sculpt, low poly with normal maps and substance painter testing.

sculpt, high poly, concrete, game art

sculpt, high poly, concrete, game art

substance painter, low poly, normal maps, game art

substance painter, low poly, normal maps, game art

game art ,fallout 4 assets, low poly, substance painter

game art ,fallout 4 assets, low poly, substance painter



Fallout 4 Assets

Testing out skills!

Fallout 4 is coming out soon and I’m super stoked about that. I remember playing Fallout 3 and having a blast, but even better, was modeling fan art models. In 2012 I made a low poly model of Fallout 3 style gas station pump and at that time, I really liked it. It still kinda holds on, however, just like Fallout 3, it does not look bad, but it’s outdated. So, I decided to do a test, remake the gas pump and see, just how much my 3d modeling skills are grown these past few years. So stay tuned!

Here is the 2012 Fallout 3 style low poly gas pump model that I made.


Fallout 4 Radio: Making off!

Hi everyone!

After Halloween contest madness, needed to recuperate, so I decided to
dabble in substance painter. Basically, this is my first Substance
painter artwork, so be supportive lol. I always loved post-apocalyptic
games and assets, especially Fallout 3 style art. This is my version of
Fallout style radio!

So, here are some pictures, how it all came together. Nothing too technical, just WIP pictures in workflow order.
Step One: High Poly

Step two: Modeling low poly mesh, using high poly as base.


Step Three: Uv mapping and testing out normal map baking and AO. In this stage, I usualy unwrap every part seperatly and than bake normal map/AO to each part. This way, you can fix all bugs and tune everything just the way you want, without changing UV layout.

With baked maps:

SUPER IMPORTANT FOR SUBSTANCE PAINTER: MATERIAL ID IS A MUST HAVE, TO TEXTURE WITHOUT PROBLEMS. JUST SET UP ID’s BY MATERIALS. RUBBER PARTS WITH RUBBER, METAL WITH METAL. For my radio, I had 4 material ID’s. Hevy metal, rubber, steel, Display. Substance painter tutorial about material ID: Here1

Step Four: After all maps are baked and all bugs are fixed lol. Texturing can begin. This time I decided to texture radio in Substance painter. I have tried it a lot of times, but somehow, bailed out. This time I wanted to finish something too lol.

I start by adding base material, just think logical, from what material is it made and you should be fine at this step. I made my own smart material in substance for this job. You can find all substance tutorials here: Substance Channel

After base material is in, I try some colors. At first I wanted to make it red, but blueish green looked kinda better. I used default color smart material : Machinery. Just changed color from yellow to blue and added some extra dust and shine to it. Looked like this.

I added default rubber material for rubber ID and steel material for steel ID. Did some tweaks and added extra dust/dirt layers.

Step five: Basically, after assigning materials and updating them, you are all done in substance (at least it’s how I do my models). Now lets move to Photoshop and add some detail to texture. In PS I added small things like: decals, text, speaker texture and layers with scratches. All of this was done on basic color map.

Basically, step five is an trial and error step. Just keep adding detail in texture, till it seems good. Don’t forget to add all of those extra details to normal map too. I use Xnormal plugin for PS. This is how normal map looks after substance bage and with extra details that I added in PS on my own.

After all this, we are all set to go and can test it out in sketchfab! Hope this mini workflow post helps someone! Enjoy!

2015 Sketchfab Halloween Contest

Low poly halloween scene

I decided to enter the 2015 Halloween contest, hosted by Sketchfab.

When I decided that I will participate, I instantly knew, what I wanted to make. Basically, no default things like: adams family house, skeletons and so on. I went 180* on the whole contest and made robot, with slight twist lol. Unfortunately I did not win, however I made an awesome low poly, hand painted scene for portfolio. In the end, it’s all about being active.

Good news, my model was featured in IA Magazine roundup.

What is low poly?

So, what is low poly model? It’s a polygon mesh in 3d graphics, that consists of small number of polygons (triangles). Main difference between low poly and high poly models, low poly models usually are used in real-time rendering applications. For example, games and simulations. Term ”low poly” describes mesh construction and appearance. Polygon count is extremely important for optimization and performance, the lower poly number, the better.

Nowadays, low poly is a loose term. Gaming world has evolved so much, from PC to consoles, to hand-held devices. On each platform, low poly count is different and can be too much for other platforms. For example, low poly on PC will be almost high poly for device. Usually, low poly models are somewhere between 1k – 20k polys.

Marmoset Toolbag 2 Review

Hello everyone!

I would like to review Marmoset Toolbag 2. I have been using Marmoset software for a long time, few years now, so I know a thing or two… At first, let me talk about Toolbag 1, the original. At it’s time, 2010ish it was, in my opinion, one of the best real time rendering softwares out there. Easy to use, relatively cheap and pretty much, every 3d model you put there, looked awesome. At first I used it only for low poly models, game art and so on. However in time, I started to render high poly meshes too. There was three main problems with it, things that I did not like.

  1. It only supported textures in TGA and PSD format. That means, no PNG and it was kind of a pain in the ass.
  2. Setting up materials. The whole system was kinda funky, it took too long and you had to save every material. And the worst was, when you reopened the scene, you had to set it again.
  3. You could not move objects around, rotate them and so on.

So, that being said, we now come to Marmoset Toolbag 2. This time, they got all absolutely right. All three things that I mentioned was corrected and added tons of new features. The Toolbag 2 costs a bit more, but it’s totally worth it. They added cool sky-boxes, a lot of post-effect tools and best of all, awesome material system. For those who loved the first version, I suggest buying the second. Overall, Marmoset Toolbag is probably the best real time rendering software out there! You can buy it at