Raven Scythe Breakdown

Here is my breakdown for the Raven Scythe prop I worked on. I created this asset using Maya and ZBrush as my modeling software. I used Maya first to create a base. I then took it into ZBrush for higher quality detail and refinement. After that, I retopo'd the model in Maya, where I optimized it from millions of tris to about 70k tris. I Uv'd in Maya and then baked in Substance Painter. In Substance, I used a combination of hand painting and generators. For the feathers, I decided to create a feather atlas in Designer. I knew I could utilize XGen and bake it down onto cards, but I wanted to try to create it in Designer to give me more flexibility with iterations on the fly, being able to change the colors and shape faster, etc. This asset was intended to be a hero prop for a game, and it utilizes 2 materials for the entire scythe, and 1 Material for the feathers, totaling to 3 materials. This could be further condensed to 2 materials but for portfolio purposes, I took some creative liberties for quality.

Designer Graph for the Feathers

Designer Graph for the Feathers

Packed Textures

Packed Textures

Packed Textures

Packed Textures

Unpacked Textures

Unpacked Textures

Unpacked Textures

Unpacked Textures