PBR Weapon Prop for Animation & Game Use
Keys Lee
Published
Breath of Kings is a fully self-produced 3D weapon asset created for both PV production and real-time game implementation.
The project includes a high-detail hero version for animation, cinematic shots, and close-up rendering, as well as an optimised game-ready version designed for export into game engines. The weapon was developed through a complete PBR workflow, including modelling, UV unwrapping, baking, texture creation, material setup, lighting, and final presentation.
Asset versions:
• High-detail version — approximately 30K polygons, intended for PV animation and cinematic rendering
• Game-ready version — approximately 5K polygons, intended for real-time use in game engines
• PBR texture workflow with albedo, normal, roughness, and material maps
This project demonstrates my ability to create commercially suitable weapon props that retain visual detail for cinematic use while remaining optimised for real-time production pipelines.
All modelling, optimisation, UV work, baking, texturing, material setup, and rendering were completed independently by myself.
#WeaponDesign #3DWeapon #GameReady #PBR #HardSurfaceModelling
#GameAsset #CinematicAsset #PropArt #Blender #Unity #UnrealEngine