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Hard Surface Test - BlastX Phantom

I liked the look of this gun skin from Valorant so decided to use it as a hard surface modelling test. The high poly model was created entirely from sub-d modelling in Maya, no booleans. My goal was to crunch the polycount as low as possible so there are many instances where I replaced modelled details from the original with baked details - this did allows me to get the tri count to 3000 which I was pleased with. I also managed to get away with a single set of 2k textures which was a nice surprise. I wasn't going for 1 to 1 replication, so there's a few details here and there that I missed.

UE4 Render

UE4 Render

Sketchfab link

Comparison between the original Valorant model and my own

Comparison between the original Valorant model and my own

Wireframe on AO

Wireframe on AO

Wireframe on AO

Wireframe on AO

Wireframe on AO

Wireframe on AO

Base Colour/ UVs

Base Colour/ UVs

Maya Highpoly model

Maya Highpoly model

UE4 Render

UE4 Render

UE4 Render

UE4 Render

UE4 Render

UE4 Render

UE4 Render

UE4 Render