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M1911

Project

Personal

Software

Maya | Substance Painter | Arnold | Photoshop

Date

2021

As part of a personal exploration into game asset development, I created a detailed and game-ready model of the iconic M1911 handgun with tries 13.5k. This project allowed me to focus on refining my hard-surface modeling and real-time asset production skills within a realistic, game development-style pipeline.

While not tied to a specific game project, this asset was built with full consideration for performance and visual fidelity in modern engines such as Unreal or Unity.

Responsibilities:
• Modeled the M1911 handgun using a high-to-low poly workflow with clean topology and efficient UV layout.
• Created high-quality PBR textures with realistic surface detail, edge wear, and material definition.
• Worked through the complete pipeline: blackout, high-poly sculpting, retopology, UV mapping, baking, and texturing.
• Ensured the asset was mechanically accurate and animation-ready, suitable for use in first- or third-person perspectives.

Key Achievements:
• Delivered a polished, real-time-ready weapon model with optimized geometry and 4K texture maps.
• Improved technical skills in asset baking, material creation, and shader setup.
• Strengthened understanding of AAA asset standards and solo production workflows.

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