How to Create a Realistic Medieval Axe for Games | Edge & Iron by Jevgeni Laur
đĽ 15 Hours of Real-Time knowlege from Lead Character Artist from Ubisoft with 11 years of experinceđĽ
Watch trailer - https://youtu.be/1HFDC1AxigQ
Step into the world of AAA game asset creation with this in-depth course focused on building a realistic medieval axe from start to finish. Whether you're an aspiring 3D artist or a seasoned modeler looking to sharpen your skills, this course will guide you through every stage of the pipeline to create a game-ready weapon asset thatâs optimized, not using 4K or 2k textures, visually striking, and ready for any game engine.
What we'll go over
â Modeling a detailed medieval axe with a optimized topology
â UV Unwrapping efficiently for optimal texture space usage by mirroring some parts of the axe
â High to Low Poly Baking techniques for realistic detail transfer
â Texturing with a focus on realism using PBR workflows
â Optimization of geometry and texture sizes for real-time performance
â Presentation tips to showcase your final asset in a professional wayâ¨
â To add detailed ornaments. I will show at 4 different technics in zBrush
â We will render our Axe by doing static images and also a video with VFX in Unreal Engine 5â¨
â For the desert we will prepare a showcase for portfolio with renders from UE, lowpoly and highpoly
đ§What software will be used?
⢠Maya 2022
⢠zBrush 2022.0.7
⢠Topogun 2
⢠Substance Painter 8.2.0
⢠Unreal Engine 5.2
⢠Photoshop 2019
Note : If your zBrush and Substance Painter versions are older you can't open project files of those.
đĽAbout the author of this courseđĽ
My name is Jevgeni Laur. I am the Lead Character artist at Ubisoft Massive Entertainment and the development of Tom Clancy the Division 2. I have over 11 years of experience in the gaming industry. I was contributing to game projects like: Rage 2, Division 2, Destroy all Humans!, Crusader Kings 3, Tracery of Fate, Call of duty MW remastered, Generation zero, Grand tour game.
đFor who is this course?
Intermidiates to seniors 3D artists, indie game developers, aspiring environment/weapon artists, Game asset creators.
Students studying game art or 3D modeling (maybe)â¨â¨NB: You already should have a basic knowledge of all the software's that will be used in this course.
đFAQ
1. Is this the same workflow used in the game industry?
- Yes! This course follows the AAA production workflow, including optimized topology, efficient UV unwrapping, high-to-low poly baking, and PBR texturing. These are the same principles used in studios for creating assets in Unreal Engine, Unity, and other modern pipelines.
2. Will I learn how to optimize my model?
- Absolutely. Optimization is a core focus. Youâll understand how to reduce polygon count without losing silhouette, create efficient UV maps, and choose the right texture sizes for different use cases â all essential for real-time performance in games. and NO 4K TEXTURES!
- Base meshes
- UV-unwrapped models
- Texture maps
- Final presentation files
- Use them as learning material, reference, or to compare with your own progress.
3. Will this help me build my portfolio?
- Yes! By the end of the course, youâll have a fully finished, game-ready medieval axe thatâs perfect for your portfolio or next job application. You'll also gain the skills to apply this workflow to other props and weapons.
4. What if I have questions during the course?
- I have a Mentorship program and 1 time consultation calls that you can use to ask anything about the course and gamedev overall. Also I am doing portfolio reviews, help to create a good resume or just level up your art level. More info on - https://jevgenilaur.com/mentorship
â ď¸Price excludes VATâ ď¸
Disclaimer:
No Refunds Available
If download is not successful then contact me directly for help, with your VALID purchase reference number
For Single use and not to be distributed and copied.
34 tutorials with over 15 hours of lectures