KelTec R50 - User Manual

We created a small team for a collaboration project, consisting of:
Jakub - 3D Modeling, Texturing, Rendering
https://www.artstation.com/mrowahtt
Sean (Valency Graphics) - Art Director, Graphic Design
https://www.artstation.com/valency
Adam - 3D Concept Artist, Rendering
https://www.artstation.com/bluegard
Each of us set personal goals to work towards to create something meaningful for our portfolios.
Jakub’s goal for this project was to start learning Blender. This project actually represents his first piece created with it. The process was full of trial and error, small mistakes, and troubleshooting while learning the software.
As a team, we set out to produce a finished booklet, something that would feel like a real product manual, complete with technical information and complemented by realistic renders of the gun. The original KelTec P50 manual, found on their website, was extremely helpful throughout the process, as it contained all of the parts, specifications, and dimensions we needed to recreate with accuracy.
At the start of the project, Sean went to a gun store in Charlotte, NC (Hyatt Guns (https://www.hyattgunstore.com/)) and captured dozens of reference photos that proved invaluable. Adam contributed with Blender experiments and Marmoset renders, and his sharp eye for detail and soft skills turned out to be crucial in bringing the project together.
Beyond the asset itself, this project also taught us many things, like how to manage a collaboration project, staying motivated together, and keeping each other updated on progress. It was a real test in many aspects that we never would have thought about. Throughout the process, we ran detailed feedback sessions, pushing each other’s work further while balancing everything with our free time and, most importantly, learning from one another’s processes and skills.
Asset notes
Optimization was not the focus for this model. The asset itself uses 9 UDIMs for the base weapon, 1 texture set for the bullets, 1 for the sight, and 1 for the magazine. The low-poly model is still relatively high in poly count, but since it was never intended to be a game-ready model, we prioritized avoiding any resolution issues. Everything was baked separately, giving us the flexibility to split and use each mesh independently without being constrained by Ambient Occlusion shadows.
We also created a large number of different renders. Not all of them fit the mood and aesthetic of the booklet, but our goal was to make everything feel coherent while still showcasing the assets, textures, and rendering skills that went into the gun.
This project was started a couple years ago, and it stretched out over time because of different circumstances like changing jobs, moving continents, and other life situations, but we’re really happy we reached the point where we can finally share the work we did. We hope you enjoy it!