Ultimate - Tips and Tricks Breakdown for AAA 3D Weapon Creation 9 1440p .mkv Video Files Over 2 and half hours narrated in english What You’ll Learn: Creating AAA weapons isn’t just about modeling, it’s about mastering every stage of the pipeline. In this breakdown, I’ll share my workflow and pro tips for building production-ready weapons from start to finish. First Steps - Setting up units, object positioning, import/export, keybinds, and essential plugins, scripts to speed up your workflow. Blockout - Nailing proportions, dimensions, and references to build a strong foundation. High Poly - Sub-D, 3ds Max Boolean, and CAD workflows, handling tricky angles, chamfers, fillets, and edge polish using methods like Dynamesh and bevel workflows. Low Poly - Remove unnecessary small details, add support edges, fix normals, restore smoothing groups, and triangulate odd faces, all while keeping the silhouette and shading under control. UVs - How to unwrap based on smoothing groups, straighten UV islands, and understand the rule: every hard edge is a UV split, but not every UV split is a hard edge. How to use Rizom UV’s tools to get perfect packing, square and non-square UVs. Baking - We’ll do the baking in Marmoset using the high poly mesh from Zbrush or using the bevel shader. From naming conventions and material setup to skew painting and exploded bakes. Substance Painter - Finally, we’ll bring it all together. Import the low-poly mesh, set up baking maps automatically using naming conventions and maintain texture progress through re-imports. I’ll also show how to match Substance and Marmoset for consistent final results. From start to finish, this is the complete breakdown for AAA Weapon Creation. Let’s jump in!