Back with a personal project! I wanted to tackle something smaller after graduating and spending more than a year on larger scenes. So I went with this prop made by Theo Stylianides for Jedi Survivor. While the asset can be found in game, it is slighly modified from the concept and wasn't treated as a hero prop. Since I couldn't find it on Artstation I figured it would be interesting to give it that treatment and practice some Hard Surface and Texturing. This was also a good opportunity to experiment with the new Bevel Shader in Marmoset.
https://www.artstation.com/sttheo
I spent roughly 2 weeks on it on and off. Textures are cranked up for the renders and closeups, but the two textures sets capped at 2048 are more than enough to meet the 10.24 Texel Density, suitable for a Third Person View game (see the small videoclip).
Same reasoning with the topology, I didn't want to limit myself too much but a lot could be easily optimized more if needed, with some reduction on the cylinders and by baking down the tubes details for example.
https://www.artstation.com/marshall95
Thanks to Miroslav Baev on the Sierra Division Discord for his round of feedback, I tried to apply as much as possible given how far I was already, and will definitely keep the rest in mind for the next projects.
Big thanks to my friends as well for their advices and everyday support as always!
In engine with Textures capped at 2048
Slightly more reasonable topology in the case Nanite is not available, can still be reduced by baking down more details like on the tubes