Ultimate 3D Game Ready Weapon Tutorial – SCAR by LaurentiuN
Duration:Over 41 hours
Actual Duration:28h 7m
Release date:2026, February
Publisher:Artstation
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Plasticity, ZBrush, PIXYZ, 3ds Max, RizomUV, Marmoset Toolbag, Substance Painter
Course URL:https://www.artstation.com/marketplace/p/6k6PA/ultimate-3d-game-ready-weapon-tutorial-scar
A complete, no-fluff walkthrough for building a game-ready SCAR weapon from scratch. Laurentiu, a senior artist with credits on Call of Duty and Apex Legends, breaks down his entire pipeline: high-poly modeling in Plasticity and ZBrush, low-poly optimization in 3ds Max and PIXYZ, UV unwrapping, baking in Marmoset Toolbag, and a full Substance Painter project file for you to dissect. Over 41 hours of narrated video, all focused on real industry techniques.
๐ฏ What you’ll learn
- High-poly modeling of a SCAR weapon using Plasticity and ZBrush
- Low-poly optimization and retopology for game engines
- Professional UV unwrapping with 3ds Max and RizomUV
- Normal map and texture baking in Marmoset Toolbag
- Analyzing a complete Substance Painter layer stack for realistic materials
โ Requirements
- Skills: Basic understanding of 3D modeling and navigation in a DCC app
- Tools: 3-button mouse, drawing tablet recommended for ZBrush work
- Hardware: Minimum 16GB RAM, dedicated GPU for viewport performance
๐ Description
This isn’t a portfolio piece tutorialโit’s a game-ready production run. Laurentiu focuses on the stuff that actually matters in a studio pipeline: texel density, low-poly optimization, unwrap packing, and baking. You’ll start with a rough blockout in Plasticity, move into ZBrush for high-poly detail, then switch to PIXYZ and 3ds Max for a clean, efficient low-poly.
The real kicker? You get the full Substance Painter project file. That means you can open it up, poke around the layer stack, and see exactly how each material is built. No guessing, no hand-waving. Just a real, shippable project you can learn from.
No rendering chapter hereโthis is about the asset itself. And if you want the Elcan Specter scope, that’s a separate tutorial. This one is all about the SCAR.
๐งโ๐ Who this course is for
- Intermediate to advanced artists looking to polish their hard-surface game-ready workflow
- Beginners who want a structured, real-world pipeline to follow and grow fast
- Artists aiming to add a production-quality weapon to their portfolio
๐งโ๐ซ About the Author
Laurentiu is a Senior 3D Artist with over 14 years in the game industry. He’s worked on major titles like Call of Duty and Apex Legends, bringing a wealth of real-world production experience to his teaching. His tutorials focus on practical, studio-ready techniques rather than abstract theory.
๐ Final Result
- A fully game-ready SCAR weapon model with optimized low-poly, clean UVs, and realistic PBR textures
- A complete Substance Painter project file to study and reuse
- A portfolio-ready asset demonstrating professional hard-surface modeling and texturing skills

Channel