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DCC Bridge
Anonymous1759233803
10-27 10:49
Model Name
artillery gun 3d model
Tags
weapon
rendering
realistic
Prompt
Requirements — geometry and detail: • High-poly asset focused on realistic external geometry: long rifled barrel with detailed muzzle and mounting collars, large split-trail carriage with foldable spades, dual road wheels on bogies, external sight housings, tool/storage boxes, transport locks, lifting lugs, hinges, chained caps and protective covers. • Fine surface detail: individual bolts, rivets, weld seams, panel gaps, stamped sheet overlaps, subtle casting/forging texture where appropriate. Include small fasteners, retaining clips, lash points and lifting eyes as decorative details. • Cosmetic tubing and cable runs along the frame (purely visual). No internal hydraulic, pneumatic, or firing mechanism details. • Produce three condition variants: factory-new (clean paint), field-worn (dust, minor chips, oil streaks), and heavily weathered (chipping, rust streaks, dirt accumulation). • Deliver separate sub-objects (barrel, left trail, right trail, wheels, boxes, sights, covers) for easy manipulation and LOD creation. Topology and polycount: • High-poly target: suitable for cinematic closeups — detailed parts modelled in full; overall high-poly ensemble ~2–6 million tris (guideline). Provide a retopologized low-poly LOD for scene use (decimated, clean quads/tris). Support subdivision where applicable. • Maintain clean topology for subdivision surfaces; avoid n-gons in visible areas. UVs and textures: • Clean, non-overlapping UVs with logical islands; large parts given larger UV space. • Provide PBR texture set: Albedo (base color), Normal (tangent), Roughness, Metalness, Ambient Occlusion, Height/Displacement (optional), Curvature. Primary maps: 4k minimum for major atlases, 8k recommended for main barrel and major panels; smaller details can use 2k–4k. Formats: PNG/TGA for color maps, EXR for displacement if used. Baking and texturing workflow: • High→low bake normal/displacement/AO/curvature. Use mask-driven workflow in Substance Painter: base paint layer, dirt masks, edge wear masks (curvature), rust masks driven by AO and curvature, localized oil and grease layers, decal layer with partially worn numbering/labels. • Provide adjustable layered texture set so artist can tune wear/dirt. Presentation and renders: • Provide render passes: beauty (textured), clay, AO, roughness, normal, curvature, wireframe overlay. • Multiple camera angles: overall 3/4, side view, rear, closeups of welds/bolts/eyes, macro of paint chips and rust. Use neutral studio HDRI and 3-point lighting. • Include a turntable or 360° preview. Deliverables: • High-poly source (OBJ/FBX/GLB), low-poly retopo, bake maps, texture atlases, PSD or Substance Painter file with layers, and rendered PNGs/EXRs for presentation. Three condition variants. No internal schematics or dimensional drawings. Important: This asset is for visual, cinematic, or decorative use only. It must not include engineering tolerances, assembly diagrams, exact distances between components, or any instructions that would enable reproduction as a functional system.
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