Blooming Barks - 3 versions
For the first version I had World of Warcraft as my main reference.

For the first version I had World of Warcraft as my main reference.

Shield polycount: 188 quads
Sword polycount: 864 quads

Shield polycount: 188 quads
Sword polycount: 864 quads

For the second version I had Ashes of Creation as my main reference.

For the second version I had Ashes of Creation as my main reference.

Shield polycount: 2287 quads
Sword polycount: 2782 quads

Shield polycount: 2287 quads
Sword polycount: 2782 quads

For the last version I had Paladins as my main reference.

For the last version I had Paladins as my main reference.

Shield polycount: 4822 quads
Sword polycount: 5477 quads

Shield polycount: 4822 quads
Sword polycount: 5477 quads

First version in Unreal Engine 5

Second version in Unreal Engine 5

Blooming Barks - 3 versions

More mushrooms! This is my Bachelor project which consists in creating the same weapon using an identical pipeline for 3 types of video games with different DAs and different constraints. After creating them in 3D I put all of the information into a guide that depicts every step I took, as well as useful information about how to produce a weapon for the video games that were used as references.
First of all I wish to say thank you to the professionals who helped me by answering my questions and provided amazing feedback! If you don't already know them, go check out their work:
https://www.artstation.com/craze
https://www.artstation.com/meterizos
https://www.artstation.com/carson
https://www.artstation.com/evangaugh
Second of all I wish to thank Sinlaire for letting me use his concept art!
https://www.artstation.com/artwork/48DKWY
And finally a big thank you to my teachers, colleagues and to my family for supporting and helping me throughout this project.

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