Introducing the VOIDRUNNER a hard surface hero sci fi asset brought to life from initial blocking to real time engine rendering.
Technical Breakdown
Polycount: ~93,177 triangles.
Modeling: Fully modeled in Autodesk Maya.
Texturing:
Entirely textured using 3 custom trim sheets created inside Substance Painter and Maya.
No unique normal maps or standard textures were used, all surface details rely strictly on the trim sheet workflow.
UV Mapping: Carefully unwrapped to maintain a consistent and optimal texel density across the entire mesh.
Unreal Engine 5 Implementation:
Additional greebles were modeled separately and populated in UE5 using Instanced Static Meshes (ISM) for optimal performance.
A pass of surface decals was added directly in-engine to break up repetition.
The final asset is fully assembled and packaged into a clean Blueprint class in Unreal Engine 5.