Space Gun Asset

My workflow:

  • Sketch on paper

  • Rough 3D Blockout in Maya

  • Complete Low Detail Mesh

  • UV Unwrapping

  • High Detail Mesh

  • Substance painter for its material, where I baked the High Detail Mesh onto the Low Detail Mesh and painted the textures

  • Final Render in Maya

I paid extra attention to making sure the Poly Count remains stable and that the UV map isn't distorted.

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