A key narrative artifact from my game Time Rift, used to control time. The asset was blocked out in Maya and sculpted in ZBrush, with intricate Viking engravings applied using custom alphas and refined through deformation tools.
UVs were laid out for clean design placement, and texturing in Substance Painter focused on worn wood, aged metal, and cavity-driven wear. Final renders were created in Unreal Engine 5 using a three-point lighting setup, with in-game placement to support visual storytelling.
Below is the interactive Marmoset Viewer. Click on Layer Views button to explore the model in 3D, view the wireframe, and checkout the base colour, normal, and roughness maps
I used custom alphas made in Photoshop to sculpt precise Viking engravings directly into the mesh for a stylized, story-driven hero prop.