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Sci-Fi Rifle

Sci Fi style energy rifle.
This asset uses the mesh decal technique. It's composed of five different materials, two of which are material instances of the same base material. This technique preserves resolution by utilizing texture tiling on the base, and adding a second mesh attached to a decal shader.
Image captions better describe some details.

Decals override Color, Roughness, Metal and Normal inputs

Decals override Color, Roughness, Metal and Normal inputs

Material Instances allow the painted metal color change with next to no overhead, reducing the total amount of unique material slots from five to four.

Material Instances allow the painted metal color change with next to no overhead, reducing the total amount of unique material slots from five to four.

Model wireframe

Model wireframe

Mesh Decal wireframe

Mesh Decal wireframe

Decals material. It features a shader based camera offset to avoid trial and error geometry offset during the modeling stage.

Decals material. It features a shader based camera offset to avoid trial and error geometry offset during the modeling stage.

Painted metal material. The color change set up here is visible, preserving the  color on the metal-exposing scratches.

Painted metal material. The color change set up here is visible, preserving the color on the metal-exposing scratches.

Painted metal material instance, showing the exposed attributes to change color and the amount of blending over the base color, aside from the texture tiling options.

Painted metal material instance, showing the exposed attributes to change color and the amount of blending over the base color, aside from the texture tiling options.

The exposed circuitry material. This one features emission from the inner circuits layers as well as from the visible chipsets. The emission intensity is then modulated over time on a cosine basis.

The exposed circuitry material. This one features emission from the inner circuits layers as well as from the visible chipsets. The emission intensity is then modulated over time on a cosine basis.

Circuitry material Instance, showing the exposed parameters to customize the material

Circuitry material Instance, showing the exposed parameters to customize the material

Basic bare plastic material, it features the use of packed data textures for Roughness, Metallic and Ambient Occlusion inputs

Basic bare plastic material, it features the use of packed data textures for Roughness, Metallic and Ambient Occlusion inputs

Basic metal material.

Basic metal material.