2026-10-03

Devlog #2 — Building the gun pipeline: parts, the Judge-45, and an editor that packages straight to Unreal

This week wasn't about a single gun. It was about building the machine that makes guns — a parts library, a kitbash process proven on one revolver, an in-house editor for materials and damage, and a one-click path from a finished model into the engine as a playable item.

Starting with a parts library, not a model

Before shaping anything, the kitbash work needed raw material: a labelled library of gun parts pulled from two sources — a set of scrap/apocalyptic gun packs (947 parts) and a realistic weapons pack (275 parts). Every part got tagged by type (barrel, stock, grip, hammer, fastener, tape, tool part, and so on) so later kitbash passes could search for "something that looks like a welded bracket" instead of digging through raw meshes by eye. This library is the shared foundation the next few guns (SMG, rifle, sniper) will draw from — the Judge-45 below is the first gun actually built with it.

The Judge-45: one gun, eighteen passes

The scrap revolver — nicknamed the Judge-45 — became the proving ground for the whole scrap-tier process: build one version, playtest it, fix exactly what the playtest flags, build the next version. No skipping ahead to "looks mostly done."

That discipline shows in the version history: v1 started from a donor revolver (a CC-BY model by NksXxX, barrel shroud cut down and refitted — credited in CREDITS.md) with a pipe shroud and a basic grip. From there it was correction after correction:

Eighteen versions for one revolver sounds like a lot, but each one fixed a single, specific note rather than a vague "make it better" pass — which is exactly why it was possible to hand this off and trust the result.

Judge-45 reference sheet
Judge-45 reference sheet

A Gun editor with its own material library

Once a gun's geometry is locked, it needs to look used — rusted, painted over, patched. Rather than hand-painting every gun, we built a small in-house Gun editor:

For the Judge-45, this meant painting the frame, cylinder, strap, barrel, sights, bolts and cord grip as seven separately-tunable layers, each with its own mask and blend settings — all without touching geometry.

Judge-45 icon
Judge-45 icon

One-click packaging, straight into Unreal

The last piece closes the loop: a packager that takes the Blender file plus whatever material choices were made in the editor and bakes them down to a single game-ready asset — one mesh, one material, baked BaseColor/Normal/ORM textures at 2048, decimated where it's safe to (soft wraps only, never the hard parts). For the Judge-45 that took the source down from 34 objects / 29,828 triangles / 11 materials to 1 object / 16,320 triangles / 1 material in about 16 seconds.

From there, Send to Unreal picks up automatically: it imports the textures and skeletal mesh, builds the material instance, retargets the fire and reload animations onto both the first- and third-person skeletons, generates the weapon pickup mesh, and assembles the actual Narrative weapon item Blueprint — ammo type, damage, clip size, icon and all — ready to equip in-game. The whole Judge-45 went from packaged asset to a usable item in the engine in under a minute, with zero manual asset wiring.

What's next

This pipeline is the template now — the same steps (library → kitbash with corrections → Gun editor materials → package → Send to Unreal) are queued for the Forged-tier variants and the other weapon platforms (SMG, AK, M4, sniper). The Judge-45 was the hard, slow proof that the process works; the next guns should move faster because the rules and the tools are already built.

More soon.

Reactions

Comments

Loading comments...

Comments show once we've had a look at them. Be decent.

← Back to Devblog · See this devlog on itch.io

← Devlog #1 — Clones, gas masks, and the first steps into Beyond