Prop Modeling

Render of the Pirate Cutlass, a curved blade with a brown wrapped grip and hand guard, lit against a dark grey backdrop

Pirate Cutlass

This Pirate Cutlass was created for an MMORPG, dubbed Project Darkwater, that I am developing with a volunteer team of 21. The project is currently in pre-production, so this prop is not yet featured in any in-game scenes. However, it serves as a great example of the type of high-quality, game-ready assets I am capable of creating for use in real-time applications.

My Process

I blocked out the blade and grip proportions in Maya, then sculpted the edge wear and grip detail in ZBrush. After retopologizing to a game-ready low poly and laying out UVs, I baked the high-poly detail down and built the albedo, normal, roughness, and metalness maps in Substance Painter.

Interactive 3D Viewer

Technical Breakdown

Wireframe view of the Pirate Cutlass showing its low poly topology

Wireframe / Topology

High poly ZBrush sculpt of the Pirate Cutlass

High Poly Sculpt

Game-ready low poly Pirate Cutlass with textures applied

Game-Ready Low Poly

Albedo, normal, roughness and metalness texture maps for the Pirate Cutlass

Texture Maps (Albedo / Normal / Roughness / Metalness)

Detail Shots

Full view of the Pirate Cutlass at an angle, blade pointing up and to the right

Detail Area 1

Close-up of the cutlass grip, a wooden handle wrapped in rope inside a glossy brown hand guard

Detail Area 2

Close-up of the cutlass blade tip and worn, chipped edge in dramatic low light

Detail Area 3

A red and white swirled peppermint shield leaning against a candy cane handled sword in a snowy stone scene

Candy Weapons

A sword and shield styled after peppermint candy, made for an art challenge where it won 3rd place. The shield has a swirled red and white face edged in black, rusted metal, and the sword has a candy cane grip and a gold crossguard. The sword is 637 polys and the shield is 1,325 polys, and both took about 10 hours. All images were rendered in Unreal Engine.

My Process

I started with the shield, building its basic structure before moving on to the sword, then refined both to match my vision. After subdividing the meshes, I sculpted finer detail in ZBrush. I decimated the sculpts and aligned the high-poly and low-poly meshes in Maya, UV mapped the models, and textured them in Substance Painter with folders, layers, masks, and generators before rendering in Unreal Engine.

Interactive 3D Viewer

Technical Breakdown

Textured sword and shield styled after peppermint candy

Textured Render

Untextured gray sculpt of the sword and shield

Untextured Render

Wireframe of the sword and shield showing their low poly topology

Wireframe Render

Textured sword and shield from a closer angle

Textured Render, Alternate View

Untextured sculpt of the shield and sword from a closer angle

Untextured Render, Alternate View

Wireframe of the shield and sword from a closer angle

Wireframe Render, Alternate View

In-Engine Renders

The shield and sword leaning against a stone wall in the snow

In-Engine Render 1

The shield and sword seen from a lower angle in the snow

In-Engine Render 2

Credits: Won 3rd place in the art challenge it was made for.

A pile of rusted Norse-style armor: horned helms, bracers and pauldrons with worn metal and cloth wraps

Rusted Armor

A set of rusted Norse-style armor made for Light Reforged: three helms, three bracers, and two pauldrons, with a total of 14,849 polys. It took about 14 hours. The breakdown renders were made at 1920 by 1080 with the Arnold renderer, and the in-engine screenshots were captured in Unreal Engine.

My Process

I gathered reference images of traditional Norse and Viking armor, modeled the pieces, and added finer detail. I placed the helms, bracers, and pauldrons on separate UDIMs, which gave three material sets. I sculpted dents and scratches in ZBrush, transferred the sculpted detail to the low-poly meshes in Substance 3D Painter, and applied colors, masks, and generators. Last, I imported the models and textures into Unreal Engine and set up materials so the pieces were ready for the designers to use.

Interactive 3D Viewer

Helms (7,215 Polys)

Three textured rusted Viking-style helms, two with horns

Textured Render

Untextured white render of the three helms

Untextured Render

Wireframe of the three helms

Wireframe Render

Bracers (2,690 Polys)

Three textured bracers with worn leather and cloth wraps

Textured Render

Untextured white render of the three bracers

Untextured Render

Wireframe of the three bracers

Wireframe Render

Pauldrons (6,282 Polys)

Two textured pauldrons with engraved patterns and scratched metal

Textured Render

Untextured white render of the two pauldrons

Untextured Render

Wireframe of the two pauldrons

Wireframe Render

In-Engine Screenshots

Armor pieces scattered across a pile of gold coins in Unreal Engine

In-Engine Screenshot 1

Helms and armor pieces half-buried in gold beside a stone wall in Unreal Engine

In-Engine Screenshot 2

Five glowing teal potion bottles with orange liquid resting on a mossy rock in a dark scene

Magic Potion

A stylized magic potion bottle made for the May 2025 Art Challenge and completed on May 30, 2025. It has a teal glazed body, a glowing yellow liquid, a leather and rope wrap at the neck, and a stone tag. The model is 16,434 quads (32,884 triangles), and the renders were made in Unreal Engine and Substance Painter.

My Process

Working from Yuri Chuchmay's concept art, I modeled the bottle, neck wrap, and stone tag in Maya, then moved into Substance Painter to build up the glazed ceramic look and the leather and rope textures. I used an emissive mask to drive the glowing liquid, then brought the model and materials into Unreal Engine for the final renders.

Preview

Interactive 3D Viewer

Renders

The Magic Potion bottle on a soft gray backdrop

Studio Render

The Magic Potion bottle with a glowing yellow liquid on a tiled floor in Unreal Engine

In-Engine Render

Detail Shots

Close-up of the leather wrap, rope and stone tag on the Magic Potion bottle

Neck and Tag

The Magic Potion bottle from a low angle on a tiled floor

Full Bottle

Five Magic Potion bottles resting on a mossy rock

In a Scene

Credits: Concept art by Yuri Chuchmay.

Render of the Thor Totem, a carved white stone bust of a helmeted, bearded Thor with a hammer at its base, on a dark studio backdrop

Thor Totem

A stone totem of Thor made for Light Reforged. It features a helmeted, bearded face, carved knotwork across the body, and a hammer at its base, with weathered white stone and red staining near the foot. The model is game-ready at 14,954 triangles with a single 2K PBR texture set.

My Process

I sculpted the totem's form and knotwork directly in ZBrush, then retopologized it into a clean game-ready mesh and unwrapped the UVs. I baked the high-poly detail onto the low poly and built the base color, normal, roughness, and height maps in Substance 3D Painter, finishing with renders in Blender Cycles and an import pass into Unreal Engine 5.

Technical Breakdown

Triangulated wireframe of the Thor Totem in cyan lines on a dark background

Wireframe / Topology

Textured Thor Totem seen from the front at an angle, showing the carved helmet, beard and knotwork

Game-Ready Textured Model

Base color, normal, roughness and height texture maps for the Thor Totem, side by side

Texture Maps (Base Color / Normal / Roughness / Height)

Detail Shots

Close-up of the Thor Totem face, showing the helmet with star patterns, closed eyes and carved beard

Face and Helmet

Close-up of the Thor Totem body, showing carved knotwork, the hammer and the red-stained base

Body Carving and Base

Rear three-quarter view of the Thor Totem

Rear View

Render of the Steampunk Scooter, a yellow riveted scooter with a red seat, round headlamp and a torpedo-shaped tank at the rear

Steampunk Scooter

A steampunk scooter prop made for Light Reforged, with riveted yellow panels, a padded red seat, a round headlamp, and a rear torpedo-shaped tank. Chipped paint and worn rubber give it a used look. The model is game-ready at 23,851 triangles and uses a 2K texture set with packed occlusion, roughness, and metallic maps.

My Process

I built the scooter's body and mechanical details in Maya with beveled edges for a clean hard-surface look, then unwrapped the UVs and textured it in Substance 3D Painter, using masks and generators to add the chipped paint and worn rubber before baking a packed occlusion-roughness-metallic map. I rendered the breakdown in Blender Cycles and brought the finished asset into Unreal Engine 5.

Technical Breakdown

Triangulated wireframe of the Steampunk Scooter in cyan lines on a dark background

Wireframe / Topology

Textured Steampunk Scooter seen from the other side, showing the rear tank and front wheel

Game-Ready Textured Model

Base color, normal, packed occlusion-roughness-metallic and roughness texture maps for the Steampunk Scooter, side by side

Texture Maps (Base Color / Normal / Packed ORM / Roughness)

Detail Shots

Close-up of the Steampunk Scooter headlamp, handlebar and red seat

Headlamp and Seat

Close-up of the Steampunk Scooter rear tank, side lamp and wheel with its spring

Wheel and Tank

Rear three-quarter view of the Steampunk Scooter

Rear View

Render of the Steampunk Carriage, a yellow open carriage with a quilted red seat, curved roof, brass lamps and a horizontal tank on the hood

Steampunk Carriage

A steampunk carriage prop made for Light Reforged, with a quilted red seat, a curved roof, brass lamps, exposed pipework, and a horizontal tank across the hood. The model is game-ready at 33,948 triangles and uses a 4K texture set that includes an emissive map.

My Process

I modeled the carriage's body, roof, and pipework in Maya, keeping the hard-surface edges clean for baking. In Substance 3D Painter I textured the panels with masks and generators for wear, and added an emissive map for the brass lamps, before rendering the breakdown in Blender Cycles and bringing the finished asset into Unreal Engine 5.

Technical Breakdown

Triangulated wireframe of the Steampunk Carriage in cyan lines on a dark background

Wireframe / Topology

Textured Steampunk Carriage seen from the front at an angle from the other side

Game-Ready Textured Model

Base color, normal, packed occlusion-roughness-metallic and emissive texture maps for the Steampunk Carriage, side by side

Texture Maps (Base Color / Normal / Packed ORM / Emissive)

Detail Shots

Close-up of the Steampunk Carriage quilted red seat under its curved roof

Seat and Roof

Close-up of the Steampunk Carriage side pipework, lamp and spoked wheel

Pipework and Wheel

Rear three-quarter view of the Steampunk Carriage

Rear View

Four dark marble chalices with gold rims and Greek key patterns, made for Pandora's Party Box

Pandora's Party Box Props

Props made for the minigames in Pandora's Party Box, including the Shot Guesser chalices and cocktail shaker, the Leopard Tug collection crate, the Grape Stomp wine crate and grape basin, the Hera Chase power-ups, and the playing cards and chips for Casino Olympus. I made about half of the props in Hera Chase and a few in Grape Stomp. I also made the poisoned chalice icon.

My Process

Each prop went through the same pipeline: block out proportions and silhouette in Maya, sculpt detail where needed in ZBrush, then unwrap and texture in Substance 3D Painter before importing into Unity. Working across a batch like this meant keeping shared texture sets and modular pieces wherever I could, so the props stayed consistent and fit the project's budget.

Props

Four dark marble chalices with gold rims and Greek key patterns

Shot Chalices

A chalice with a skull and crossbones inside a round Greek key border, used as an icon

Poisoned Chalice Icon

A white and purple marble cocktail shaker with Greek key bands

Cocktail Shaker

An open wine crate with bottle slots beside an open crate lined with purple fabric

Collection and Wine Crates

A wooden basin filled with purple grape mash

Grape Basin

Three power-up props: a speedometer badge, a shield and a horseshoe magnet

Hera Chase Power-Ups

A dark wooden couch with purple upholstery and red and blue cushions

Lounge Couch

Wooden barrels holding blue and purple liquid

Barrels

A round wooden table with a brass lamp on top

Table with Lamp

A marble-topped table with a Greek key border and a brass incense stand

Marble Table

A pile of casino chips, each with a different Greek symbol

Casino Chips

Rows of illustrated face cards

Face Cards

Rows of number cards for each suit

Card Deck

A hand of playing cards fanned out, from nine to ace

Playing Cards

Credits: Face card artwork by Katelynn Reyes.