INDICATIVE CONTENT
This module introduces students to the workflows used for creating real-time weapons and vehicles for games. Students will produce one weapon or vehicle and a series of assessed tutorials. The main asset should focus on form accuracy, clean modelling, material definition and efficient technical execution.
The module covers the full asset pipeline, from research and blockout through to high-resolution modelling, baking, texturing and engine presentation. Students develop the ability to read complex references, interpret construction logic and present functional, believable hard-surface assets.
Students will investigate:
Research & Design
Analysing construction, materials and function
Understanding mechanical form and design logic
Creating reference boards and following orthographic guides
Identifying key elements that define weapon or vehicle identity
Hard-Surface Modelling
Blockout and proportion planning
Clean high-resolution hard-surface modelling
Creating appropriate edge highlights for baking
Clean topology shading without artefacts
Efficient retopology for hard-surface game assets
Managing complex shapes and layered components
Detail & Material Definition
Modelling functional details (triggers, bolts, hinges)
Creating believable wear, edge breakup and surface variation
Efficiently creating UV sets for in-game use
UV layout strategy for complex mechanical forms
Baking & Texturing
High–low baking, troubleshooting skew and projection issues
PBR texturing workflows for metals, plastics, rubber, leather and paint
Decals, masks and texture packing for detail and optimisation
Creating stylised, realistic or hybrid finishes based on project intent
Engine Implementation & Presentation
Setting up materials and shaders
Lighting hard-surface assets for clarity and impact
Creating simple turntable scenes in a real-time engine
Using value, contrast and angle selection for a strong presentation
Technical & Production Skills
Efficient polygon distribution
Managing texture budgets and memory use
Clean naming conventions and file structure
Understanding industry expectations for weapon and vehicle pipelines
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – Hard Surface Asset Portfolio
This assessment consists of two integrated elements that together evidence your understanding of real-time vehicle and weapon production workflows.
Element 1: Guided Hard-Surface Workflow Studies
You will complete a series of guided practical exercises that introduce the core stages of real-time vehicle and weapon asset creation. Working through structured, step-by-step guidance, you will produce a set of focused studies covering key hard-surface workflows, including:
Hard-surface modelling techniques and shape accuracy
Clean topology suitable for real-time assets
UV layout strategies for complex mechanical forms
Baking workflows for hard-surface assets
Introductory material and texture setup using industry-standard tools
These guided studies are designed to build technical confidence, reinforce best practice and establish a consistent workflow that can be applied independently.
Element 2: Independent Vehicle or Weapon Asset
You will apply the skills and workflows developed in the guided studies to produce one complete real-time vehicle or weapon asset. The asset should be based on a clear physical, historical or fictional reference and demonstrate an understanding of functional design and construction logic.
The independent asset should evidence:
Reference analysis to blockout for vehicles or weapons
Accurate proportions, scale and silhouette
Clean, structured hard-surface modelling
Efficient topology appropriate for real-time use
Well-organised UV layouts and texture sheets
Effective baking and material definition
Clear presentation of the final asset within a provided real-time engine scene
You are expected to demonstrate technical cleanliness, strong form and shape accuracy, and efficient, professional hard-surface workflows appropriate to vehicle and weapon production for games.
Assessment Component 2 – Critical Reflection (20%)
For this assessment, you will produce a 1,200-word critical written reflection that evaluates the development of their vehicle or weapon asset and the workflows used throughout the project.
The reflection should focus on analysis and justification, rather than describing what was made, and should critically discuss:
Modelling and construction decisions
Rationale for blockout, form accuracy and hard-surface breakdown
Consideration of functional design and construction logic
Material development and texturing choices
Evaluation of material definition, surface treatment and wear
Discussion of how materials support realism, readability and believability
Technical challenges and optimisation
Reflection on topology, UV efficiency, baking issues and engine constraints
Problem-solving approaches and workflow adjustments
Evaluation, improvement and future development
Critical assessment of the strengths and limitations of the final asset
Identification of clear, actionable improvements
Consideration of how the asset could be developed further for industry readiness
You must support their reflection through comparison with relevant industry-standard vehicle or weapon assets, discussing similarities, differences and quality benchmarks.
All sources, including industry references, technical articles and books, must be appropriately cited using Harvard referencing.
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include lectures that introduce core concepts and workshops that allow students to apply techniques, engage in facilitated discussions, and undertake activities focused on problem solving and technique practice. Independent study will involve recommended reading, research tasks, and ongoing development of project work supported by the resources provided.
LEARNING OUTCOMES
1. Demonstrate understanding of weapon and vehicle art workflows, including modelling, baking, texturing and presentation.
Knowledge & understanding
2. Apply industry-relevant hard-surface techniques to produce clean, functional real-time mechanical assets.
Application & problem-solving
3. Analyse and apply suitable artistic and technical approaches for creating complex mechanical forms, materials and optimised assets.
Digital literacy
4. Critically evaluate the development of a weapon or vehicle asset, analysing the complete pipeline.
Reflection
RESOURCES
Software & Tools:
Digital Sculpting Tools (e.g. Fusion360 or Blender)
3D DCC tools (e.g. 3ds Max or Blender)
3D Material Creation Tools (e.g 3D Coat or Substance Painter)
Unreal Engine
Digital Painting Software
Wacom Tablets
Video editing software
Digital Academy Forum
Digital Academy Upload System
Data Projection Resource
TEXTS
Belec, A. (2022) Blender 3D incredible models : a comprehensive guide to hard-surface modeling, procedural texturing, and rendering. 1st ed. Birmingham: Packt Publishing.
Coward, C. (2019) A beginner’s guide to 3D modeling : a guide to Autodesk Fusion 360. First edition. San Francisco: No Starch Press.
Väisänen, T (2018) Hard-Surface Modeling & Material Tips. 80LV
https://80.lv/articles/hard-surface-modeling-material-tips/
Butenko, D. (2019) Weapon Art: Reference Study & Hard-Surface Modeling. 80LV
https://80.lv/articles/004adk-weapon-art-reference-study-hard-surface-modeling
Miklas, K. (2018) Vehicle Production for Games. 80LV
https://80.lv/articles/vehicle-production-for-games
WEB DESCRIPTOR
This module introduces the professional workflows used to create real-time weapons and vehicles for games. You’ll develop hard-surface modelling skills through the full production pipeline – from reference research and blockout to high-resolution modelling, baking, texturing and in-engine presentation.
Working with industry-standard tools and techniques, you’ll learn how to analyse complex mechanical forms, interpret construction logic and produce clean, efficient assets suitable for real-time engines. The module places strong emphasis on form accuracy, material definition and technical cleanliness, helping you build a polished weapon or vehicle asset ready for your portfolio.
By the end of the module, you’ll have a deeper understanding of hard-surface workflows used in professional game development and a confident foundation for more advanced environment, prop and production art modules.