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WoW Sword Final

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Hey everybody! Happy to share with you my latest game ready prop model. Was curious to try out hard surface modeling technique for the high-poly model to bake some lighting information and avoid sculpting altogether.
Then paint in all the details on the texturing stage. Ended up with ~1800 tris. Could cut it even more but decided to keep it like that for presentation.
Concept art by the legendary Christopher Hayes.
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  • Nicely Done! I've always loved the WOW aesthetic

  • Beautiful craft and assets, love it!

  • Makes me want to try World Of Warcraft, the art design is top notch. Fantastic piece :)

    • Vadim Zaitsev(harbinger_ua) author

      Thanks a lot, Lewis!
      Agreed. The art style is nothing short of iconic.

  • Omar Domenech(Dostovel)

    Looking cool. I'm just wondering, do you paint the lights and shadows on the texture itself, or do you paint the sword flat-shaded and let the Blender light take care of the shading?

    • Vadim Zaitsev(harbinger_ua) author

      Thanks, Omar! Unfortunately, I only use Blender for modeling and UVs. I make final renders using Marmoset Toolbag. For this particular asset I went for unlit texturing, meaning all the lighting information is painted directly on the textures. I baked basic lighting and AO from the high-poly in Substance Painter, and then just painted everything on top using 3DCoat and Photoshop.