Game ready mesh for what was my privilege to design and create the worlds first bolter in VR for the Quest 2 game "Warhammer 40000: Battle Sister" for Pixeltoys and Games Workshop - now Warhammer. From initial concept through high res to projected low res game mesh (... and lods) This was a fun and surprisingly creative hard surface challenge i really got my teeth into. This was my first chance to use substance painter with marmoset for a PBR pipeline using a shared material library from the battle sister created in parallel and following guidance by the extremely talented and helpful character lead, Paul Scott. Great to work with GW again and establish the bench mark hero asset for internal and external weapon asset creation as creating concepts and model sheets for the weapons to follow and running the outsource and approval process for these in parallel with my other responsibilities. It was a fun challenge to be respectful of the craftsmanship and lore of GW whilst balancing against something that would hold up to close scrutiny in VR ( the closest thing to the camera) and preserve the immersion with suggestive and actual believable functionality. Working closely with design and the programmers to get the ammo counter as well as GW to come up with something that would sit appropriate in the universe of "space travel magic, candles and analogue tech". The style detail options from the mesh were selected from the available designs at the time. It was key for me to work in magazine release cocking and reloading appropriately as well as see the ammo in the magazines. Final mesh was around 6k tris with a 7 lod chain. High and lo res meshes made with maya using Hardmesh and shadeit, then to marmoset through to Substance Painter targeting PBR shader in unity for Oculus Quest 2 and Rift. Model sheets for outsourced weapons on Warhammer 40,000 battle sister on Quest2 and rift.
Sororitas Bolter Quest 2/Rift VR hero asset