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MK18
Project
Personal
Software
Maya | Substance Painter | Arnold | Photoshop
Date
2021
As part of a personal project focused on weapon asset creation, I developed a detailed, game-ready Mk18 rifle with a total triangle count of 23.2K. This asset includes one model with an attached suppressor and two interchangeable magazines: a standard metal mag and a shorter, high-durability polymer variant.
The project allowed me to further develop my skills in hard-surface modeling, modular asset design, and PBR texturing, while maintaining an emphasis on real-time performance and mechanical realism.
Responsibilities:
• Modeled the Mk18 rifle using a high-to-low poly workflow with optimized topology and clean UVs.
• Designed modular components including a suppressor and two distinct magazine types.
• Created detailed PBR textures to reflect realistic materials such as anodized metal, polymer, and worn finishes.
• Followed the full asset pipeline: blockout, high-poly modeling, retopology, UV mapping, baking, and texturing.
• Ensured the model was suitable for first- or third-person gameplay with proper scale and animation readiness.
Key Achievements:
• Delivered a modular, game-ready Mk18 asset at 23.2K tris with 4K texture maps.
• Explored multiple material types and variations within a single weapon asset.
• Improved workflow efficiency and mechanical accuracy for modular weapon systems.


















