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Workshop

Creating a Laser Sword for Games

A Workshop
by Dylan Mellott

3ds Max, ZBrush, Marmoset Toolbag & Substance Painter Workflow with Dylan Mellott

intermediate
2h 56m 20s
10 Lessons
A Workshop
by Dylan Mellott
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Learn the complete process for creating professional-quality, hard-surface 3D game assets. In this 3-hour workshop, Bungie’s Dylan Mellott shares his entire 3D game art pipeline to teach how to create an impressive game-ready weapon.

The workshop starts with the concept and begins with the initial model block-out of the 3D model in 3ds Max before moving into ZBrush, where Dylan spends time sculpting and detailing the organic elements of the concept. With everything sculpted, Dylan dives back into 3ds Max, where he covers retopology and UV unwrapping using RizomUV before tackling baking using Marmoset Toolbag 4 and texturing in Substance Painter.


This workshop is intended for artists with basic working knowledge of 3ds Max, ZBrush, Marmoset Toolbag, and Substance Painter. Dylan’s goal is to teach those interested in learning how to blend hard-surface poly modeling with organic sculpting — all wrapped up in a cyberpunk package.


Throughout the workshop, Dylan shares his thoughts, perspective, and experience of the role of a modern hard-surface 3D artist following eight years of experience working in the videogame industry. He shares his personal reflections on the game art process and offers his raw, tried-and-tested tips and techniques.


Project files provided with this workshop include Dylan’s complete 3ds Max modeling scene, his Marmoset Toolbag 4 baking scene, the complete high-poly and low-poly FBX models, his Substance Painter texturing file, the ZBrush ZTool of the high-poly sculpt, and the rendered scene from Marmoset Toolbag.


Dylan recommends that 3ds Max users install the Zero-Center Pivot Unimover plugin and the TexTools plugin to follow along with this workshop.

10 Lessons

01The ConceptFree

This lesson represents a comprehensive 3D art exercise that showcases Dylan Mellot’s ability to blend technical hard-surface modeling with organic sculpting in a cohesive cyberpunk aesthetic. By combining multiple software tools and techniques, from initial blocking to detailed sculpting, texturing, and final rendering, Dylan demonstrates a professional pipeline approach. The emphasis on leveraging existing references while adding creative stylization illustrates efficient production methodology that balances accuracy with artistic vision.

Duration: 4m 12s

The Concept
02Model Blockout in 3ds Max

In this lesson, Dylan demonstrates that successful 3D modeling, even for experienced artists, is fundamentally an iterative process focused on building strong foundations before refining details. The blockout stage serves to establish all major forms, proportions, and spatial relationships in a representative way, not a perfect one. By maintaining disciplined practices such as keeping geometry evenly spaced, ensuring proper alignment, and constant multi-angle evaluation, while simultaneously allowing creative freedom to experiment and iterate, modelers can efficiently create complex assets that are well prepared for subsequent detailing and sculpting stages.

Duration: 31m 29s

Model Blockout in 3ds Max
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03Mid-Poly Modeling

The mid-poly stage is fundamentally about maintaining flexibility while establishing overall form and proportions. By keeping geometry simple, modifier stacks clean, and sculpting resolution appropriate to the current stage, artists can easily refine or revise their work without destructive backtracking. Dylan emphasizes that even experienced professionals spend significant time experimenting and adjusting during this phase; it's not about achieving perfection immediately, but about building a solid foundation that can confidently progress to high-poly detailing. This stage is where creative interpretation happens, transforming 2D concepts into functional 3D assets with personal artistic touches.

Duration: 30m 8s

Mid-Poly Modeling
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04High-Poly Sculpting In ZBrush

This lesson emphasizes that professional 3D art is fundamentally about working intelligently through structured stages while making intentional decisions about where to place visual interest. Dylan demonstrates that effective detailing isn't about adding maximum detail everywhere, but rather strategically directing the viewer's eye through thoughtful placement of surface variation, all while maintaining awareness of technical constraints for game production. This methodical, production-minded approach, combined with the willingness to iterate, seek feedback, and use the best tool for each job, is what separates professional workflows from amateur ones.

Duration: 22m 40s

High-Poly Sculpting In ZBrush
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05Retopology

Retopology is a time-consuming but essential part of game asset production, turning high-poly sculpts into clean, optimized meshes suitable for real-time rendering. While the process can be tedious, mastering manual retopology demonstrates professional craftsmanship and provides essential control over polygon flow that affects all downstream processes like UV unwrapping and texture baking. Dylan's emphasis on learning this "the long way" before exploring shortcuts reflects industry realities where optimization and clean topology remain paramount concerns in current game development.

Duration: 18m 36s

Retopology
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06UV Unwrapping

Effective UV unwrapping for hard-surface models requires balancing automation with manual refinement to maximize texture resolution while maintaining quality. The key principle is allocating UV space proportionally to visual importance, giving more pixels to areas players will see frequently while minimizing space for hidden geometry. This strategic approach to UV density, combined with proper edge-splitting to avoid baking artifacts, ensures optimal texture fidelity in the final asset, particularly critical for first-person game development.

Duration: 9m 50s

UV Unwrapping
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07Baking Normals & Ambient Occlusion

In this lesson, the key topic is that successful normal map baking requires understanding the interconnected relationship between geometry, UVs, and baking parameters. While the process may seem complex with many potential failure points, there are only a handful of common issues that cause problems, all of which are straightforward to fix once you know what to look for. Mastering these fundamentals allows you to work confidently across any 3D software and consistently produce high-quality game-ready assets.

Duration: 17m 31s

Baking Normals & Ambient Occlusion
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08Texturing in Substance Painter

This lesson emphasizes that successful PBR texturing is a balance between leveraging powerful procedural tools and applying artistic judgment through manual painting. While Substance Painter's generators and smart materials provide an excellent foundation, the final quality comes from understanding material behavior, using colored shadows for visual interest, and constantly refining details by hand. Dylan encourages artists to give themselves creative freedom when working on portfolio pieces; experimenting with unexpected effects and deviating from concepts can lead to more engaging results, and the iterative process of moving between software packages is not just normal but essential for catching issues and achieving polish.

Duration: 25m 25s

Texturing in Substance Painter
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09Presentation & Polish In Marmoset Toolbag 4

This lesson demonstrates that professional 3D presentation is a repetitive process requiring constant back-and-forth between texturing and rendering software. The key to compelling lighting is intentional experimentation, using exaggerated settings to understand how light interacts with your model, then refining to achieve the desired mood. By combining technical rendering features (ray-tracing, post-processing) with artistic techniques (object source lighting, color theory), and knowing when to add presentation-only details versus optimized game-ready assets, artists can transform their work from functional models into portfolio-worthy pieces that effectively showcase their skills.

Duration: 15m 10s

Presentation & Polish In Marmoset Toolbag 4
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10In Closing

In this final lesson, Dylan emphasizes the collaborative nature of the lessons taught and his commitment to ongoing education and community engagement. Dylan demonstrates appreciation for both contributors and viewers while maintaining an open-door policy for further questions, making it clear that they value respectful communication and are willing to provide additional support to those seeking to learn more about the techniques demonstrated in the lesson.

Duration: 1m 19s

In Closing
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Primary tools

For this workshop you’ll need:

3ds Max
Substance Painter
Marmoset Toolbag
ZBrush

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll get access to Dylan Mellot's complete cyberpunk laser sword pipeline project files. Inside, you'll find:


  • ZBrush sculpting files (.ztl, .zmt) – The high-poly sculpted sword model and custom materials used for detailing
    - 3ds Max scene file (.max) - The main project workspace with modeling setup and workflow organization
    - Substance Painter project (.spp) - Complete texturing setup with all materials, masks, and painting layers
    - Baking assets (.obj, .fbx, .psd files, .tbscene) - High- and low-poly models plus normal and ambient occlusion maps for proper texture transfer
    - Toolbag rendering scenes (.tbscene) - Professional presentation setups for showcasing your finished sword model

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate 3D artists who have basic working knowledge of 3ds Max, ZBrush, Marmoset Toolbag, and Substance Painter. It's perfect for game artists looking to enhance their hard-surface modeling skills and incorporate organic sculpting techniques into their professional pipelines.


Aspiring game developers, freelance 3D artists, and students seeking industry-standard workflows will greatly benefit from this comprehensive training. Participants will gain valuable insights from eight years of AAA game development experience and learn production-ready techniques that bridge the gap between hard-surface and organic modeling.

Learning Outcomes

By completing this workshop, artists will have mastered a complete professional pipeline for creating game-ready hard-surface assets that combine technical precision with organic detail.


Key skills include:

  • How to effectively block out 3D weapon models using industry-standard hard-surface modeling techniques.
  • How to seamlessly integrate organic sculpting elements into hard-surface assets using ZBrush workflows.
  • How to create clean, optimized topology and UV layouts using RizomUV for game-ready assets.
  • How to execute professional-quality baking workflows in Marmoset Toolbag 4 for high-to-low poly transfers.
  • How to texture complex hard-surface weapons in Substance Painter with realistic material definition.
  • How to balance technical constraints with artistic vision throughout the complete production pipeline.
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Workshop
Creating a Laser Sword for Games
3ds Max, ZBrush, Marmoset Toolbag & Substance Painter Workflow with Dylan Mellott
A Workshop by Dylan MellottSenior 3D Hard-Surface Artist at Bungie
intermediate
2h 56m
10 Lessons
Instructor Dylan MellottSenior 3D Hard-Surface Artist at Bungie

Dylan Mellott is a Senior 3D Hard Surface Artist at Bungie with over ten years of experience in AAA video games. He specializes in creating detailed hard-surface models and hero assets designed for close-up viewing.


Dylan has contributed to multiple Battlefield titles, as well as various seasons and expansions of Destiny 2. With extensive experience on first-person IPs, he combines technical precision and artistic skill to craft high-quality assets that enhance the visual impact of game worlds.

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