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Workshop

Creating a Sci-Fi Pistol for Games

A Workshop
by Sean Marino

Weapon Modeling & Texturing Techniques With Sean Marino

intermediate
2h 26m 14s
8 Lessons
A Workshop
by Sean Marino
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Learn how to create a sci-fi pistol for game production. Sean Marino, Associate Art Director at Riot Games, shares his workflow for modeling a weapon asset for games, starting from an initial concept and working in references of classic shooters to establish a general style target for the model.


The work begins in Maya, where Sean demonstrates how to create a rough block-out of the weapon, using the concept as a starting guide and taking artistic liberties to adjust the model where needed. The model is then taken into ZBrush, where some hard-surface sculpting work is applied to create a final high-poly model. With the high-res model ready, Sean takes everything into Rizom UV Layout to unwrap and unpack the UVs and bake everything using Marmoset Toolbag.


As the final step of the process, Sean opens up Substance Painter to cover the helpful basics of creating a master material template before diving deep into the detailing work to generate the final look of the weapon.


With over a decade of experience focused on hard-surface and weapon design, Sean’s workshop aims to share his professional, tried-and-tested approach to modeling weapons for production. While his workflow does use specific software, the decision-making and workflow he shares can be applied to the software of your choice. By completing the workshop, you will have the knowledge to create highly detailed weapons for first or third-person games.


The concept art featured in this workshop is by Eldar Safi , used with permission from Forgeborne Games LLC for the board gameTerminus Frontier.

8 Lessons

01References & Style OverviewFree

Sean Marino begins his workshop by demonstrating a thorough pre-production workflow essential for successful 3D weapon modeling. Rather than blindly following concept art, he strategically builds a visual library and makes deliberate decisions about style, functionality, and presentation that will guide the entire project. By understanding both the aesthetic goals and practical considerations (such as animation rigging and real-world weapon mechanics) before modeling begins, he shows how to set up a clear roadmap for creating a polished, game-ready asset that builds on the original concept while maintaining its core appeal.

Duration: 12m 6s

References & Style Overview
02Model Blockout

This lesson presents Sean's methodical approach to weapon modeling, which prioritizes broad shapes and proportions over detail work, using low-poly techniques with creasing and strategic Boolean operations. He demonstrates that successful 3D modeling from 2D reference requires adapting to spatial impossibilities and thinking beyond the side view to create cohesive, three-dimensional forms. By maintaining clean geometry, consistent design language through repeated angles, and consideration for how pieces interact and move, this blockout phase establishes a solid foundation for subsequent mid-poly detailing and high-poly refinement.

Duration: 24m 8s

Model Blockout
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03Mid-Poly Detail

This mid-poly phase bridges the gap between block-out and high-poly, focusing on adding refined details while maintaining geometry that's clean enough for ZBrush but flexible enough for design iteration. Sean demonstrates a pragmatic approach, mixing polygon modeling with Boolean operations as needed, always considering both visual appeal and technical requirements. His process emphasizes that this stage serves dual purposes: creating detailed geometry for the high-poly phase while simultaneously establishing a solid template for the final low-poly model. He also shows how color-coding completed sections helps track progress through this extensive detailing phase.

Duration: 16m 46s

Mid-Poly Detail
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04High-Poly in ZBrush

This lesson demonstrates Sean's professional approach to high-poly asset creation that prioritizes consistency and flexibility. By using ZBrush's tools in combination with the EasyMesh plugin, he achieves uniform quality across all assets while maintaining the freedom to refine and add details at any stage. His entire high-poly process takes approximately one hour, due to thorough preparation during the mid-poly phase, showcasing that proper setup and systematic workflows significantly improve efficiency in 3D modeling production.

Duration: 16m 53s

High-Poly in ZBrush
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05Low-Poly Game Mesh

Creating an optimized low-poly mesh requires balancing visual fidelity with performance considerations by strategically removing unnecessary geometry while preserving the silhouette and key details. Sean explains why the key is to work efficiently by leveraging symmetry, testing animation states, and planning UV layout and baking requirements. His workflow ensures that polygon budgets are spent wisely on visible, important details rather than wasted on hidden or redundant geometry.

Duration: 10m 26s

Low-Poly Game Mesh
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06UVs & Baking

This lesson demonstrates a production-efficient approach to UV layout and texture baking that prioritizes practical results over theoretical perfection. By accepting strategic compromises such as fewer seams with some stretching, varied resolutions based on importance, and smart use of mirroring, Sean shows how to achieve clean bakes with minimal iteration. He explains why successful UV work requires balancing technical precision with pragmatic decisions about what matters most for the final asset's appearance and performance.

Duration: 28m 14s

UVs & Baking
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07Texturing Part 1: Base Material

This lesson demonstrates a methodical, non-destructive approach to weapon texturing that prioritizes flexibility and iterative refinement. By building materials through multiple subtle layers — rather than heavy-handed single adjustments — and by leveraging Substance 3D Painter's height-painting capabilities for surface detail, Sean demonstrates how to maintain control throughout the process. His emphasis on proper setup (scale, lighting, preview environment) and constant validation through external rendering ensures the final asset will meet production requirements while maintaining visual quality.

Duration: 21m 24s

Texturing Part 1: Base Material
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08Texturing Part 2: Detailing

The final lesson demonstrates that professional-level texturing is fundamentally about patience, subtlety, and systematic layering rather than dramatic single effects. Sean's iterative approach of constantly checking progress in the renderer, comparing against previous versions, and building complexity gradually results in a grungy, lived-in aesthetic that feels authentic without being overwhelming. He explains how realistic materials emerge from thoughtfully combining multiple types of detail at different scales, strategically placed to tell a visual story about how the object has been used and how it has been affected by its environment.

Duration: 16m 17s

Texturing Part 2: Detailing
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Primary tools

For this workshop you’ll need:

Substance Painter
Marmoset Toolbag
Maya
ZBrush

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

Project Files

When you download the workshop files, you will get access to Sean Marino's sci-fi pistol. Inside the download, you'll find:


  • 3D models (.fbx) – Ready-to-use geometry that can be imported into any 3D application or game engine
    - Textures & materials (.tbmat, .png) - High-quality texture maps, plus Marmoset Toolbag materials for advanced rendering and material setup
    - Marmoset render file (.tbscene) - The complete scene showing the render process
  • The instructor has provided the project files to make it easier to follow along with the workshop or jump to specific techniques you want to study.
zip
SMA01_ProjectFiles.zip
71.72 MB
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Skills Covered

Who’s this Workshop for?

This workshop is intended to support intermediate to advanced 3D artists specializing in hard-surface modeling and weapon design for game production. Artists working in AAA studios or aspiring to join professional game development teams will find Sean Marino’s production-proven workflow invaluable for advancing their careers.


Concept artists who are transitioning to 3D, indie developers creating their own assets, and students pursuing game art careers will also benefit significantly from this workshop. The shared professional techniques and decision-making processes translate across different software packages, making this knowledge applicable regardless of your current tool preferences.

Learning Outcomes

By finishing this workshop, artists will have mastered a complete production pipeline for creating high-quality weapon assets suitable for first and third-person games.


Key skills include:

  • How to block out weapon geometry in Maya using concept art as reference while taking artistic liberties.
  • How to apply hard-surface sculpting techniques in ZBrush to create detailed high-poly weapon models.
  • How to efficiently unwrap and pack UVs using Rizom UV Layout for optimal texture resolution.

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Workshop
Creating a Sci-Fi Pistol for Games
Weapon Modeling & Texturing Techniques With Sean Marino
A Workshop by Sean MarinoAssociate Art Director at Riot Games
intermediate
2h 22m
8 Lessons
Instructor Sean MarinoAssociate Art Director at Riot Games

Sean Marino is a seasoned Hard Surface Artist and Art Director with over a decade of experience in the video game industry. He specializes in crafting high-quality first-person weapons and hero vehicles for AAA titles, including Borderlands, Call of Duty, and Valorant.


Known for his iterative design approach, Sean excels at rapidly exploring creative ideas while maintaining polished, production-ready results. Beyond his work on games, he contributes to the artistic community through educational content, including tutorials such as creating a sci-fi pistol for games, helping other artists refine their hard surface modeling and design skills..

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