Gameloft Montreal - DH5 - Weapons

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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