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Workshop

Creating a Hero Weapon for Games

A Workshop
by Thomas Butters

Weapon Modeling, Texturing & Rendering Techniques with Thomas Butters

intermediate
6h 40m 14s
10 Lessons
A Workshop
by Thomas Butters
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Take a deep dive into the creation process of making next-gen, production-ready weaponry and prop art for games. Follow along as Thomas Butters, Lead Weapon & Prop Artist at Facepunch Studios, shares his knowledge, workflow, and tips for producing high-quality art, starting from the very beginning stage of reference gathering through to rendering beautiful portfolio shots, covering everything in-between.

Join Tom as he takes you through the entire modeling process in Blender, starting with the creation of a blockout mesh using the power of booleans while meticulously adhering to reference materials. Tom will then transition to mid-poly modeling, where he fine-tunes the details and demonstrates effective sub-divisional modeling techniques.


Next, the model is taken into ZBrush where Tom blends accurate references with artistic freedom to create a high-poly model. From there, he showcases industry-standard techniques to efficiently and accurately create the low-poly model using the mid-poly mesh as a base. He also transforms the typically dreaded tasks of UV unwrapping, and baking textures in Marmoset Toolbag into enjoyable and straightforward processes.


The final stage of this 6.5-hour workshop covers the creation of believable, detailed materials from scratch. Tom guides you through using projected alphas and hand-painted scratchwork to elevate the final look of your weapon or prop, ensuring a polished and professional result. To wrap up, we takes some time to create beautiful renders in Marmoset Toolbag, helping you to craft stunning portfolio pieces that showcase your work at its best.


While this 6.5-hour workshop uses various add-ons for Blender, students can still follow along using vanilla settings. The knowledge and techniques are all easily accessible for all experience levels and can be used in other modeling applications, too.


Tom has provided his Marmoset Toolbag presentation scene, Substance file, and PureRef image board for subscribers to enjoy as downloadable project files.

10 Lessons

01Reference GatheringFree

In the first lesson of this workshop, Thomas Butters demonstrates that the reference-gathering phase is a strategic planning process directly impacting modeling efficiency. By analyzing structural logic and material properties before beginning 3D work, artists model with confidence. Thomas shows how careful observation and research fill knowledge gaps for rare objects, informing smart creative decisions.

Duration: 8m 28s

Reference Gathering
02Part 1: Making the Blockout Mesh

The blockout phase focuses on establishing accurate proportions and silhouettes. Thomas combines traditional polygon modeling with modern Boolean workflows to create a solid mid-poly foundation. Getting shapes correct early prevents major revisions later when geometry becomes more complex, saving significant time in the asset creation pipeline.

Duration: 38m 39s

Part 1: Making the Blockout Mesh
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03Part 2: Blockout Mesh Continued

Thomas Butters balances visual fidelity with practical considerations, determining whether details should be modeled, baked, or textured based on visibility. This workflow establishes a solid foundation for mid-to-high poly stages. Experience informs these smart choices, ensuring artists maintain quality while maximizing efficiency.

Duration: 36m 4s

Part 2: Blockout Mesh Continued
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04Creating the Mid- to High-Poly

Artists explore a modern hard-surface workflow combining boolean blocking, subdivision refinement, and targeted sculpting. Thomas utilizes a methodology of constant reference checking and strategic n-gon use to produce professional results. Understanding how subdivision modifiers react to geometry allows Thomas to iterate faster when tackling complex mechanical forms.

Duration: 1h 21m 29s

Creating the Mid- to High-Poly
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05Creating the Low-Poly Game Mesh

Creating an effective low-poly model requires a balance between polygon economy and visual fidelity. Thomas shows that proper low-poly modeling is essential for first-person assets. By strategically placing geometry on curves and reducing flat areas, artists create optimized models that appear identical to high-poly counterparts once baked.

Duration: 56m 27s

Creating the Low-Poly Game Mesh
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06Unwrapping the Camera Gun

Thomas demonstrates that UV unwrapping becomes an efficient part of the workflow when approached with clear principles. By following angle-based seam placement and using automated packing tools, artists achieve professional results with consistent texel density. This process balances technical requirements with optimization to ensure successful baking and texturing stages.

Duration: 34m 7s

Unwrapping the Camera Gun
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07Baking Textures

While Marmoset Toolbag offers powerful automated features, Thomas emphasizes that successful results require careful naming conventions and organization. The approach to resolving issues through UV adjustments and geometry corrections proves that texture baking requires technical knowledge and patience to achieve clean, production-ready results.

Duration: 16m 56s

Baking Textures
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08Texturing in Substance Painter Part 1: Base Materials

Thomas Butters breaks down a methodical, layer-based texturing workflow prioritizing realism through physically accurate materials and weathering. Achieving professional results requires experimentation and an understanding of the asset's context. By building materials from scratch and reviewing work under various lighting conditions, artists create believable game-ready assets.

Duration: 49m 49s

Texturing in Substance Painter Part 1: Base Materials
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09Texturing in Substance Painter Part 2: Detail Pass

Exceptional 3D art results from attention to subtle details and investment in the refinement process. Thomas emphasizes studying real-world references and hand-crafting custom details rather than relying on automated generators. By adding small elements like dial markings and fingerprint smudges, artists elevate their work significantly.

Duration: 1h 25s

Texturing in Substance Painter Part 2: Detail Pass
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10Setting up the Beauty Shots

Thomas wraps up by explaining that effective portfolio renders rely on simplicity and a focus on the asset itself. By using proper focal lengths, neutral lighting, and strategic composition, artists create compelling shots. The key is balancing a technical showcase with appealing imagery that draws attention to the work.

Duration: 17m 50s

Setting up the Beauty Shots
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Primary tools

For this workshop you’ll need:

Blender
Substance Painter
Marmoset Toolbag
ZBrush

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll get access to a complete project package with all the assets and references needed to follow along. Inside, you'll find:


  • Marmoset toolbag scene file (.tbscene) – The main project file where you can explore the completed setup
    - Substance Painter project (.spp) - The textured 3D model file showing the prop creation and material workflow
    - PureRef reference board (.pur) - A curated collection of visual references and inspiration images used during the design process

Skills Covered

Who’s this Workshop for?

This workshop is tailored for intermediate to advanced 3D artists, game developers, and prop artists looking to master the creation of production-ready weapons and props. This is a great fit for game studio professionals and those looking to enter the gaming industry with portfolio-ready work.


Artists who have a basic understanding of 3D modeling will also benefit significantly from Tom's industry-standard techniques and professional workflows. Students, freelancers, and hobbyists seeking to elevate their skills and create compelling portfolio pieces will gain invaluable insights into the complete asset creation pipeline used in modern game development.

Learning Outcomes

Artists will leave this workshop having mastered the complete production pipeline for creating high-quality, next-generation weapons and props for games.


Key skills include:

  • How to create effective blockout meshes using Boolean operations and reference materials.
  • How to execute mid-poly modeling techniques with proper sub-divisional modeling workflows.
  • How to blend accurate reference materials with artistic freedom in ZBrush sculpting.
  • How to efficiently create optimized low-poly models from mid-poly base meshes.
  • How to streamline UV unwrapping and texture baking processes in Marmoset Toolbag.
  • How to craft believable materials using projected alphas and hand-painted detail work.
  • How to create stunning portfolio renders that showcase professional-quality game assets.
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Workshop
Creating a Hero Weapon for Games
Weapon Modeling, Texturing & Rendering Techniques with Thomas Butters
A Workshop by Thomas ButtersLead Weapon & Prop Artist at Facepunch Studios
intermediate
6h 40m
10 Lessons
Instructor Thomas ButtersLead Weapon & Prop Artist at Facepunch Studios

Thomas Butters is a Lead Weapon & Prop Artist at Facepunch Studios with over fourteen years of experience in the video game industry. Throughout his career, he has developed a diverse skill set, ranging from character art and vehicle design to environment art and prop creation. Currently, Thomas focuses on crafting weapons and props that enhance gameplay and world-building.


He has spent his entire career at Facepunch Studios, contributing to iconic titles such as Garry's Mod, Rust, and s&box.,bringing creativity, technical expertise, and attention to detail to every project.

View profile
  • Tom is an expert on a wide range of 3D, from vehicles to weapons, and all the workflows that accompany each asset. His work is instantly recognisable for its quality and style, and has inspired many artists to learn 3D. Tom also creates breakdowns and tutorials on all aspects of the 3D pipeline, and is well known for carrying the standard for Blender, which alongside Tom's easy approach makes even the highest quality work accessible for an eager student.

    - Matt Isaac
    DLC Lead at Facepunch Studios

  • Never have I met a more talented and capable person to teach his craft than Thomas. His attention to detail — down to the smallest of nuances — takes his art to the next level, and his slow-paced-yet concise instruction is the perfect recipe for not only seeing how something is accomplished, but also retaining that knowledge for the long term.

    - Josh Powers
    Senior Environment Artist at The Fun Pimps

  • Having worked with Tom for the better part of a decade, I'm still routinely blown away by the exceptional quality of his work and unwavering dedication to his craft. Tom is undoubtedly one of the most talented hard-surface artists, and beyond his technical prowess, Tom is also incredibly generous and passionate about sharing his wealth of knowledge with the wider community. Tom's commitment to excellence and his willingness to uplift others make him a phenomenal artist and an invaluable asset.

    - Taylor Reynolds
    Lead Character Artist at Facepunch Studios

  • Tom is a Lead Weapon and Prop Artist with over 11 years experience working on a variety of different types of assets. With experience mentoring and guiding his teammates, Tom can help anyone on their path to becoming better at game art, no matter what level of skill you are. You can often see him posting online with helpful resources and information, and he has always been around to give feedback. Teaching is in his DNA!

    - Lewis Thompson
    3D Artist at Facepunch Studios

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