The Workshop Cleaver

Completed:

December 2019

Role:

Conceptor, Modeler, Texturer

Obligation:

Academic

Type:

Game Ready 3D Model

Concepting

Constraints: I chose a prompt of working on a post-apocalyptic survival game and was tasked with creating a sword that was forged from scrap parts. The main protagonist was to have "built this sword by hand and it should have a gnarly look to it". So I started thinking of common workshop/garage elements.

Cleaver Post Apocalyptic Weapon Concept Art One
Cleaver Post Apocalyptic Weapon Concept Art Two
Cleaver Post Apocalyptic Weapon Refs

Reference

This was the reference I gathered before sculpting and texturing my sword to help get the overall realistic art direction I was aiming for. I went with this art style because the different elements that make up the sword seemed more interesting to emulate in a realistic fashion to me. One of my concerns though was that the textures for the weapon would be complicated to get right as they needed to look realistic.

Cleaver Texturing Ref
Cleaver Modeling Ref

Modeling the Base Mesh

I decided to model the base mesh using SubD modeling techniques in Maya. Most of this was very straightforward manipulation of basic boxes and cylinders. Although, I did get to play with the spiral tool for the rebar. This was a solid base to then take into ZBrush and start sculpting in more detail.

Cleaver Screen Shot Modeling in Maya One
Cleaver Screen Shot Modeling in Maya One

Sculpting

The sculpting in ZBrush mostly consisted of adding scratches and wear to the edges of the blades. Initially I was going to add rope detail in ZBrush, but since I was running into problems, I saved that task for Maya instead.

Cleaver Screen Shot Detail Close Up
Cleaver Screen Shot Detail Pass ZBrush

High Poly Modification

In Maya I added Rope detail around the cutlass area to the high poly for baking.

Close Up of Cleaver Model in Maya

Low Poly Modification and UVs

Since my base mesh closely resembled the high poly, I halted retopologizing the model and decided to adjust my base mesh to match the outline of the high poly so that detail could be baked over it.

5772 Quads

11,030 Tris

Single 2048 x 2048 Texture Set

Workshop Cleaver Wire Frame Image
Workshop Cleaver UVs of Sword

Baked Maps

A/O

Workshop Cleaver Baked Maps Texture 1

Reflectivity

Workshop Cleaver Baked Maps Texture 2

ID

Workshop Cleaver Baked Maps Texture 3

Normal

Workshop Cleaver Baked Maps Texture 4

World Space Normal

Workshop Cleaver Baked Maps Texture 5

Position

Workshop Cleaver Baked Maps Texture 6

Texture Maps

I brought the low poly model into Substance Painter, baked the high poly onto it, then textured it. Texturing the model was not as hard as I thought due to the variety of helpful materials in Substance.

Base Color Map

Workshop Cleaver Texture 1

Height

Workshop Cleaver Texture 2

Metallic Map

Workshop Cleaver Texture 3

Roughness Map

Workshop Cleaver Texture 4

Final Renders

Final Render of Cleaver 3D Model Back
Final Render of Cleaver 3D Model Bottom
Final Render of Cleaver 3D Model Top Down
Final Render of Cleaver 3D Model Close Up
Final Render of Cleaver 3D Model Front

Software Used

• PureRef: Compile Reference Images

• Maya: Base Mesh Modeling, additional High Poly Elements, and UV Unwrapping

• ZBrush: High Poly Sculpting

• Substance Painter: Texture Baking and Texturing

• Marmoset Toolbag: Lighting and Rendering