Wing Blade Final Project Process
Final Renders in Unreal Engine
This sword needed to be built from dragon parts for a hero’s sword in a fantasy game. The entire sword didn’t need to be dragon parts but it needed to have obvious dragon part elements. Here are the images I used for references when drawing:
These are my first 15 ideation sketches and iterations on my favorite blades:
These are my further iterations of two of the favorites from the previous step and the final angles for the next step in Maya:
For sculpting references I had to make 2 boards, one for modeling and one for texturing.

My references for modeling were to keep in mind mostly Breath of the Wild weapon weathering, Spyro’s wings, and a little bit of Monster Hunter grittiness.

My references for texture were to keep the wings thin and add some veins in there that were subtle. I decided to go for a bone texture frame and a gauze texture wrap.
I did my base model in Maya, then brought it into ZBrush for weathering and details.
Retopoing set me back a little. I ended up redoing it 3 times before getting it to look right and bake properly after being separated into UVs. 

One 1024x1024 texture set
2907 Tris
Here are my baked maps in the following order: ambient occlusion, curvature, color, normal, world space normal, position, thickness.
Here are my texture maps in the following order: base color, occlusion/roughness/metallic, normal. I used Substance Painter for my texturing.
All software used:
Photoshop: concepting and moodboard
PureRef: sculpting references
Maya: base mesh, retopology, and UV unwrapping
ZBrush: high poly detail sculpting
Substance Painter: texture baking and texturing
Unreal Engine 4: lighting and rendering

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