NAC-22 SMG

Ben bickle nac 22 key 4k
Marmoset Toolbag 3
Ben bickle film breakdown
Marmoset Toolbag 3 - 35mm film recreation
Ben bickle nac 22 breakdown
Ben bickle nac 22 lowpoly
Real-time, 15k
Ben bickle nac 22 model renders2a
SubDiv ready, 75k
Ben bickle nac 22 manual 2
Operator's manual.
Ben bickle evidence bag
Evidence bag. Created with Max cloth sim cleaned up in ZBrush
Ben bickle 9mm promo2
9mm Rounds. 1k texture, 864 RT, 1.5k DCC
Ben bickle table folding
Standard folding table
Ben bickle tex body
Metal/Rough - LowPoly/RT
Ben bickle tex body mid
Spec/Gloss - Midpoly/DCC
Ben bickle nac 22 silouette
Initial silhouette
Ben bickle prod2
Marmoset - RT/Metal-Rough
Ben bickle prod1
Marmoset - RT/Metal-Rough
Ben bickle prod4
Marmoset - RT/Metal-Rough
Ben bickle rt dcc compare
Marmoset - RT vs DCC
Ben bickle nac22 vray5
V-Ray - DCC Spec-Gloss, 1 Subdiv
Ben bickle nac22 vray6
V-Ray - DCC Spec-Gloss, 1 Subdiv

This weapon was made in my free time to go through the StemCell spec. It's supposed to be a cheaply made and jam-prone cyberpunk blow-back SMG.

Because of the requirements of the workflow, the end result is a mesh that has two versions:

DCC: 75k, Spec/Gloss + Displacement, Subdiv ready.
Real-Time: 15k PBR Metal/Rough + Height.

Textures are 4k for the main body, 2k for the mag, compensator, and interior, and 1k for the handle. Removing all hidden faces can get the mesh down below 10k and remove a draw call.

I'm not a mechanical engineer, so I chose a balance between modeling enough internals to make it feel fleshed out, but I was in no way under an obligation to make something that was fully functional.

Big thanks to Jesse Russell-Klarich for initial silhouette concepts, and the Due Process team for concept use.

The specifics of the spec are here: https://www.turbosquid.com/stemcell-3d-models