Two days to complete
This is the process of asset development of the sword Glamdring from The Hobbit Movies
(Asset Development Practice)
(Asset Development Practice)
High Poly Topology
43,000
ID Map High Poly (Materials)
Originally I was using materials to create ID maps for texturing in substance, but recently found that vertex colours could create the same effect and reduce the amount of texture sets and ultimately maps need to texture an asset
Low Poly
4,500 Triangles
Low Poly UVs
Substance Painter
Unreal Engine 04
I went back into substance painter and adjusted the roughness of the guard and pommel, so these parts became clearer and more distinct from the rest of the blade.