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Corruptor Hand Cannon

"An interstellar adventurer and treasure hunter takes down an unfamiliar alien creature and keeps one of its claws as a trophy, mounting it to his gun, as the weapon that allowed him to slay the attacker. But the creature had been possessed by an otherworldly power itself that has now turned the adventurer's more traditional revolver into a murderous tool to spread it's influence."

The whole project was a lot of fun to work on and I was able to combine older passion projects of mine with new tricks as well as the techniques and procedures I've learned recently.
The production of the weapon took a week at most, with big pushes over a handfull of days.
All in all, this project took a little over a month in total, with the majority of the time being taken up by polishing and fine tuning, especially on the gameplay-side.

I would like to have more practice in a fluent production in the future, but it's nice to be able to sit down and bring a project through from the very start to finish.
I chose to work within an older game engine for this project, because I already had systems for weapons built within it, but it's nonetheless outdated and I want to build practice and make experiences with more current technology.

Blender scene.

Blender scene.

Sketchfab view.

Gameplay demo in Source Engine.

Reference Board.

Reference Board.

Initial sketches.

Initial sketches.

Sculpting progress, done in ZBrush and Sculptris.
Sculpting stages from top-left to bottom-right.
Colored sections were drawn over after the fact.

Sculpting progress, done in ZBrush and Sculptris.
Sculpting stages from top-left to bottom-right.
Colored sections were drawn over after the fact.

Low-poly done in Maya (low-poly, UV unwrap) and Blender (harsh-edge markign)

Low-poly done in Maya (low-poly, UV unwrap) and Blender (harsh-edge markign)

Exploded view, as seen in Substance painter.

Exploded view, as seen in Substance painter.

Textures.
Metallic is masked in to normal map's alpha channel.

Textures.
Metallic is masked in to normal map's alpha channel.

Iron sights evolution. Old -> New.
Adjusted based on playtest feedback.
The 8 elements on the side represent ammo reserves.

Iron sights evolution. Old -> New.
Adjusted based on playtest feedback.
The 8 elements on the side represent ammo reserves.

Holosight element textures.
The holosight is assembled into a render target and then applied to a simple plane at the center of the screen / on top of the weapon.

Holosight element textures.
The holosight is assembled into a render target and then applied to a simple plane at the center of the screen / on top of the weapon.

"auto-reload" effect's visual representation on the weapon model, pulsing orange.

"auto-reload" effect's visual representation on the weapon model, pulsing orange.

Various associated particle effects. (Muzzle-flash, Impact and Tracer)

Various associated particle effects. (Muzzle-flash, Impact and Tracer)