About the Project

A detailed prop study based on a real-world reference — my own toolbox. The goal was achieving photorealistic surface aging: chipped paint, scratched metal, rubber wear on handles, and accumulated grime in crevices.

Shot from 9 camera angles to demonstrate consistent texel density and material accuracy under different lighting conditions. All renders done in Blender Cycles.

My Responsibilities
Reference-Based Modeling — Modeled from real-life reference, maintaining precise proportions and hardware details.
High-Poly Sculpt — Sculpted surface damage and dents in ZBrush for baking onto the game-res mesh.
Material Layering — Multiple material layers in Substance Painter: base paint, paint chips, bare metal exposure, rust, and dirt.
Multi-Camera Presentation — Set up 9 distinct camera angles in Blender to showcase the asset from all sides.