This project is a fan art of an anime weapon.
It was created as a personal exercise to improve my workflow in the creation of real-time props for video games. I really enjoyed working on it because I learned new things, such as integration in Unreal, ORM maps, and more.
I did the modeling in 3ds Max, while the UV mapping was carried out in Maya, optimizing the islands for better space usage during texturing. The textures were created in Substance Painter, carefully working on the materials and details to achieve an appealing look within Unreal Engine, where I made the final video.
This project allowed me to practice integration between different software and focus on visual optimization for game engines.