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Low Poly Sword
As a challenge to myself and to solidify my knowledge in the production of a game ready asset, I attempted to create a ‘game ready’ sword in one sitting. To create the filigree detailing seen on the cross-guard and rain guard I utilized Mike Climer’s method presented at the 2017 ZSummit presentation Weapons of Destiny 2 with Bungie.
The final tri count was 390.
Above: Rendered using Iray in Substance Painter
![](https://static.wixstatic.com/media/ba8ba7_05a15e656ab444c6b4cae6bc9c77ce17~mv2.png/v1/fit/w_980,h_502,q_90/ba8ba7_05a15e656ab444c6b4cae6bc9c77ce17~mv2.png)
![INGameShot2.png](https://static.wixstatic.com/media/ba8ba7_cc8babd3dfc34fabb160a6f6fe135a7d~mv2.png/v1/fit/w_980,h_502,q_90/ba8ba7_cc8babd3dfc34fabb160a6f6fe135a7d~mv2.png)
Above: Screenshots demonstrating asset in UE4
![SwordRender.jpg](https://static.wixstatic.com/media/ba8ba7_2a3040782fce4b1da3a5a6796b4e3847~mv2.jpg/v1/fill/w_980,h_586,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/SwordRender.jpg)
Above: Zbrush BPR render with the hilt painted over in Photoshop to test the final look
Above: Textures created in Substance Painter
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