Here is my latest project, featuring a detailed sword weapon design centered around intricate mythological elements.
Technical Breakdown:
Polycount: Retopologized cleanly to a total of 20,891 triangles.
UVs & Texturing: UV shells for repeating parts were efficiently stacked. The asset features a consistent and optimized texel density, with higher priority and increased texel density given to detailed focal areas like the dragon and the snake head.
Baking: A high-poly sculpt was baked down onto the low-poly mesh to capture all fine surface details.
Texturing: Texturing was done in Adobe Substance Painter utilizing mesh maps such as thickness and curvature maps, ambient occlusion, edge wear generators, and custom roughness variation, among other techniques.
Rendering: Rendered in Autodesk Maya using Arnold with a standard three-point lighting setup (key, fill, and rim lights) combined with an HDRI environment.