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Make your weapon

Bring your own model

Upload a GLB, FBX or OBJ, turn it until the barrel points along the arrow, and the studio builds it onto the base weapon.

Files that work

In the Look step, pick Upload your own model, then drop or pick your file. The Weapon Studio takes GLB, FBX and OBJ up to 40 MB.

  1. 1. blaster.glb: the uploaded model; × removes it
  2. 2. DiffuseSampler: optional: a texture that replaces the one in the model
  • GLB

    Texture:Embedded in the file. Works best.
    Preview in the studio:Yes, live in every step.
  • FBX

    Texture:Embedded in the file.
    Preview in the studio:No. The result page shows renders of the built weapon.
  • OBJ

    Texture:Stored separately: upload it under Texture (optional).
    Preview in the studio:No.

Texture (optional) replaces the colour texture of the model with an image, for GLB and FBX too. Without it the studio uses the texture that came with the model.

We used a blocky low-poly blaster from the free model library, on the Pistol base. The strip under the viewport switches to Own model:

Exporting from Blender

  • GLB: File, Export, glTF 2.0, format glTF Binary (.glb). Textures are packed into the file.
  • FBX: set Path Mode to Copy and turn on Embed Textures next to it.
  • UVs: the model needs a UV map, or no texture can be placed on it.

A model without UVs or without a texture stops the build early, with one of these messages, and nothing is charged:

  • The model has no UV map, so a texture cannot be placed on it.
  • The model has no texture. Export it again with the texture embedded, or upload the texture under Texture (optional).

Keep the model light. Max triangles in step 7 sets the budget, 30k by default; that is sharp for a weapon, and more makes the download bigger for every player.

Orientation and flip

In step 3, Fit & size, the viewport shows your model with a long white arrow: the barrel direction. The barrel must point along the arrow and the grip down. The studio measures a starting position from the shape; check it from the side.

  1. 1. Muzzle: where the shot leaves; drag it onto the bore
  2. 2. Side / Front / Top: check the fit from every side
  1. 1. Rotate X (roll), Y (pitch), Z (yaw): turn the model in 5° steps
  2. 2. Barrel points right / Flip 180°: the fix for a weapon held backwards
  3. 3. Match the base weapon’s length: untick to set the length yourself
  4. 4. Muzzle: measured from your barrel, or placed by you
  • Rotate X (roll), Rotate Y (pitch) and Rotate Z (yaw) turn the model in 5° steps. The model follows live.
  • Flip 180° turns the model end to end. It is the fix when a weapon ends up backwards in the hand.
  • Side, Front and Top in the viewport jump to the three views. Drag to orbit.
Flip 180° turns the model around its long axis end to end, which is the fix when a weapon ends up held backwards. Barrel points right puts it back. The viewport follows every change live.

Good to know

The weapon is built from exactly these numbers. What the viewport shows is what ends up in the hand.

Size

With Match the base weapon's length ticked, the studio scales your model to the length of the base. That keeps the ped's hands where they belong. Untick it to set Length along the barrel yourself, from 0.1 to 1.2 m. A pistol is around 0.22 m, a carbine 0.75 m.

The muzzle point

The white dot labelled Muzzle is where the shot leaves, where the muzzle flash appears and where a suppressor starts. The studio measures it from the front of your barrel. If it is not on the bore, drag the dot onto it; Reset brings back the measured spot.

In the next step, a suppressor on the Muzzle mount starts at this point:

Price

A build with your own model costs 500 credits, plus 50 for each attachment. The blaster with one suppressor cost 550 and took 20 seconds to build.

The blaster after the build, rendered from the game file: the suppressor sits at the muzzle point.