Mirage's Edge
Desert Scene Rendered in UE5 with Movie Render Queue and Path Tracing.

Desert Scene Rendered in UE5 with Movie Render Queue and Path Tracing.

This was a shot I did to play around with colored lighting.

This was a shot I did to play around with colored lighting.

The Wireframe

The Wireframe

Sculpt details ZBrush

Sculpt details ZBrush

Packed 2K Maps for the blade + UVs

Packed 2K Maps for the blade + UVs

Packed 2K Maps for the Hilt + UVs

Packed 2K Maps for the Hilt + UVs

View in Unreal

View in Unreal

Reference image

Reference image

Mirage's Edge

The Khopesh is the only asset that is modeled and textured by me.

This weapon is Mirage's Edge. It is an Ethereal blade of the desert that was lost to the sands of time. As its name implies, it has mirage like qualities to it that will confuse and disorient its victim.

I started this piece a while back, working on it when I had spare time. The main reference is at the end. Initially, I textured the model to closely match its real-world appearance. However, as time passed, I decided to create something visually striking, even if it deviated from the reference. I also wanted to showcase my improved texturing skills.

Inspired by blue Damascus steel (and from the references dark blue appearance), I researched how Damascus is made and learned about techniques for modifying steel color. While historically this weapon was made with iron, I decided a unique blue look would be more visually compelling. Below, I'll outline my process.

- Tri-Count: 15,732 or 7,868 Quads
- Textures: 4K resolution for renders / I used 2K textures packed into a square to make viewing easier here on art station.
- Rocks and Foliage are Quixel assets.
- HDRI used is from PolyHaven

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- I begin by gathering initial references to kickstart the project. My reference collection grows organically as I work, allowing me to start building base geometry and blocking forms early in the process.

- I duplicate my models and refine them to low-mid poly. This lets me flesh out the silhouette and create reusable pieces for sculpting. It can also simplify the baking process later if my sculpting doesn't drastically alter the shapes.

- I move from 3DS Max to ZBrush, where I sculpt details and experiment with visually interesting ideas. I'm constantly learning in ZBrush – it's my favorite part of the process because of the creative freedom it offers. :)

- After ZBrush, I may have new low-poly assets generated from my high-poly sculpts. I'll bring these back into 3DS Max for unwrapping before moving on to Substance Painter.

- I texture in Substance Painter for its superior control and the constant learning opportunities it provides. Whether through experimentation or tutorials, there's always something new to discover that improves my work.

- The final step was building the environment in UE5. After refreshing my Unreal knowledge (since I was more familiar with UE4), I focused on creating a setting to showcase my model. To save time, I opted for premade assets on a friend's suggestion. While I initially hesitated due to wanting original work, it allowed me to focus on the core model for this project.

- The desert environment was built using the "Creating a desert landscape procedurally" tutorial by UnrealityBites on YouTube, with further customization to fit my vision. Rocks and foliage are from Quixel. After some experimentation with the Movie Render Queue, I achieved excellent still renders. I also set up a studio level for close-ups of my model and its textures, adding final clarity adjustments in Photoshop.

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