This fan project was to experiment and update my skillset with modern art pipelines in PBR as well as the use of Substance Designer and Painter.

The base mesh was created in 3Ds Max, followed by normal map creation in Quixel. The wood material was made procedurally in Substance Designer and exported to Painter where I finished the rest of the texturing. I later exported this weapon into UE4 for prototyping in a VR game I was working on. #HammerTime

Software Used