Company: Gameloft Montreal
Project: Dungeon Hunter 5 - Weapons
Plateform: Mobile game
Brief:
. Creating weapons based from concept arts.
. Creating 1 or 2 levels of variation for each weapon.
. 600 triangles max / weapon.
. Each weapon's texture uses half of the UV space because we pack 2 of them into one for optimization.
Software: 3ds Max | Zbrush | Substance Painter | Photoshop
Game engine: Inhouse Gameloft’s engine
Tasks:
. Blockout
. Modeling / Sculpting
. Baking textures
. Retopology
. Texturing
Time spent: 3 working days / Weapon set
Credits:
Concept artist & lead weapon artist: Daniel Venegas