Barbarian Battle Axe
Sometimes limitations challenge one's creativity, therefore I decided to create a real time prop in order to see how much I could achieve with limitations in polycount and UV space.
Please feel free to expand the images, since they are all rendered in high resolution.
3D Viewer, Wireframes, and UVs
General information:
- The mesh was triangulated prior to baking in marmoset to avoid unpredictable triangulation by game engines.
- Some UVs were mirrored, scaled up or down depending on visibility on screen, to give more important parts of the axe more resolution, i.e. the axe head.
- A single 4096x4096 texture was used for this axe.
- Occlusion, roughness and metallic maps were all packed into one texture to save on memory.
- 14650 tris, or 9294 tris without the chain.
- Mat cap and UV checker can be seen in the sketchfab viewer.
- Concept done by myself.
- The tree stump is from quixel megascans.
What I learned:
- Sometimes less is more, initially I had problems with the metal surfaces because I didn't use enough reference and just scattered dirt all over, after I've gathered reference and made sure to match it, the metal started looking more believable.
- Skew-painting using marmoset toolbag
- A proper workflow including the more technical details such as triangulating before baking, skew painting, and reducing vert count.
- Lighting a prop was hard work for me, since I had no clue how to make it look interesting. Ultimately I think I succeeded though.
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