Sig Sauer MCX
A CAD-to-game weapon asset, modeled in Fusion 360 and presented in Unreal Engine.
- Year
- 2026
- Type
- Weapon
- Software
- 3ds Max, Fusion 360, Marmoset Toolbag, Substance Painter, ZBrush, Photoshop
- Techniques
- CAD to Game Pipeline, Hard Surface Modeling, PBR Texturing, Real-Time Rendering
Inspect
The project
A 3D recreation of the SIG Sauer MCX, developed to explore a workflow combining CAD modeling with a modern real-time game asset pipeline. The modeling process started in Fusion 360, which allowed me to build the weapon using precise mechanical forms and clean hard-surface geometry. The model was then transferred to Autodesk 3ds Max, where the optimized low-poly version was created and prepared for baking. Additional surface adjustments and small imperfections were introduced in ZBrush to reduce the overly perfect CAD appearance and add subtle realism. The baking process was handled in Marmoset Toolbag, generating the maps required for the texturing stage. The materials were then created in Substance 3D Painter, focusing on realistic metal surfaces, wear, and manufacturing details. The final asset was imported into Unreal Engine, where the lighting and real-time rendering were used to present the final result.