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Low-poly hard-surface workflow | modelling practice

I took a bit of inspiration from the ice blade of thye monarch mod for skyrim with this model. I experimented with substance 3D stager for the first time and learned a fair bit while using substance painter and maya. I think ill be uploading more models with these new skills under my belt.

This project was a good learning experience for me regarding rendering and UV mapping. UV work has always been tedious but with this project i enjoyed the relatively straightforward problem solving.

This project was a good learning experience for me regarding rendering and UV mapping. UV work has always been tedious but with this project i enjoyed the relatively straightforward problem solving.

While working on this model I used Maya for the basic design, and Substance Painter for the textures, along with all lighting information. I plan on baking high to low poly for the next model and incorporating Zbrush sculpts.

While working on this model I used Maya for the basic design, and Substance Painter for the textures, along with all lighting information. I plan on baking high to low poly for the next model and incorporating Zbrush sculpts.

For this project, I had to learn how to use substance stager, which became a made all the difference in presentation.

For this project, I had to learn how to use substance stager, which became a made all the difference in presentation.

I think I could improve the realism of this blade by adding bevels that make the main body less rounded.

I think I could improve the realism of this blade by adding bevels that make the main body less rounded.

Here is a clear view of the finished UV map. It took about an hour and was done manually to ensure the seams were placed in realistic positions on a sword. I didn't want the texture to be inconsistent when rendered with lighting.

Here is a clear view of the finished UV map. It took about an hour and was done manually to ensure the seams were placed in realistic positions on a sword. I didn't want the texture to be inconsistent when rendered with lighting.