Predator Bow Remake - Crysis 3
"Game ready" model based on in-game reference and concept art of the Crysis 3 Predator Bow.
The final model is 29,822 tris, with a single 4K texture sheet.
UE5 Render Scene
Render of the textured bow model in a UE5.3 scene using appropriate 3rd party decorative assets.
Interactive Marmoset Viewer
Textures compressed to 1024px for use in the Marmoset Viewer.
Production Process
This project was created in response to a Level 6 assignment from Staffordshire University.
The assignment tasked me with creating a ranged projectile weapon based on an existing video game model.
I decided to create a Bow based on the Predator Bow in Crysis 3.
Reference
To begin the project, I created a board of reference images using Miro. I referred back to this board throughout the project's development.
The images I gathered included game screenshots, marketing material, real-life examples, as well as photographs of my own recurve bow.
Blockout
With suitable references gathered, I proceeded to model a blockout of the asset, colour-coding the duplicate geometry and any attachments.
This blockout, although visually rudimentary, represented a visual overview of the entire model and allowed me to maintain suitable model scale throughout the project.
When creating the blockout, I used a known to scale model (an in-game character) as an additional reference for ensuring the blockout's scaling was accurate.
Highpoly Model
Approximately 52,000,000 Tris
When creating the highpoly version of the model I chose to steer clear of boolean based workflows in favor of prioritising suitable edgeflow with quad-based topology.
Although more time consuming, this allowed me to later "un-subdivide" the model, removing edge loops and unnecessary geometry to create a 6 million tri model which the lowpoly varient would be based on.
Why did I opt for a tri count of 52 million?
As the model could be easily subdivided between 6 million upwards, I tested various levels of subdivision. I found that tri counts above 52 million produced significantly diminished improvements in model quality, whilst also vastly increasing the need for VRAM during the baking process.
Lowpoly Model
29,784 Tris
The process of retopologising to create a suitable lowpoly model was relatively seamless. Removing any unnecessary edge loops, retaining the most topology in areas which would be closest to the camera.
I first focused on getting the overall shapes to a visually acceptable threshold, test baking normal maps to visually identify areas where more topology was needed.
Once complete I used the remaining topology budget to enhance the model with topology for the smaller extruding geometry, largely the bolts and screws.
UVs
UV seams were added to hard edges and hidden where possible by placing them on areas least seen by the camera.
Duplicate geometry, including the bow limbs, share UV space to increase UV space efficiency and thus the effective texture resolution.
Generated UVs were then straightened (where possible) and grouped into their individual objects. Groups were also created based on elements which have similar texture colours.
By making use of these groups when packing, the textures were able to be packed tighter together, requiring less dilation to reduce their bleeding.
Textures
I decided to use the original concept art as my main reference for creating the textures, particularly its use of a vibrant car paint like orange on the bow's limbs.
Using the highpoly model I baked the Height, Normal, Ambient Occlusion, Curvature and ID maps using Substance Painter. I then used the texture ID map to assist me in painting the relevant base colours onto the different areas of the mesh.
Several alphas were used to create the warning stickers, serial numbers and text. These were created in Corel PaintShop Pro and took inspiration from the ingame reference.
Finally using a selection of brushes and smart masks I added some further detailing, including wear and the resulting maps were then exported for use in Unreal Engine.