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VoidRunner

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.