Hard-Surface

These projects showcase my experience in hard-surface modeling, with a focus on clean topology and appealing texturing. They demonstrate my progress in hard-surface techniques, material representation (e.g., metal, scratches), and workflow efficiency in software such as Blender or Substance Painter.

041 Makeshift Shotgun

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The Makeshift Shotgun is a game-ready weapon prop modeled in Blender and textured in Substance Painter. I approached it as a personal exercise with two clear goals: to build a fully optimized, game-ready asset, and to push my texturing skills further — with a strong focus on telling a story through surface detail alone.

The concept is an improvised, scavenged pump-action shotgun — a weapon that was clearly never built in a factory, but assembled and kept alive by whoever needed it. That idea guided every decision. Mismatched metal parts are bolted together, a worn cloth wrap reinforces the wrist of the stock and a section of the barrel, and a simple shell holder is fixed to the buttstock with four spare shells ready to go. The most deliberate storytelling beat are the tally marks scratched into the barrel — a quiet detail that suggests the owner has been keeping count, and that this gun carries a history.

Tools used:

029 Rigged Motorcycle

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In this project, I modeled and rigged a motorcycle and textured it in Substance Painter. The main focus was on procedural animations: the wheels rotate automatically based on the object’s forward movement. Through this project, I was able to strengthen my hard-surface skills, expand my knowledge in Substance Painter, and gain my first practical experience with more complex procedural animation.

Tools used:

030 Apocalyptic Gun

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In this project, I modeled a stylized rifle while deepening my knowledge of the bevel modifier. I then animated the weapon using drivers, expanding my skills in procedural animation.

The animation is set up so that when the trigger is pulled (rotating 30°), the magazine drum, stock, and barrel move along with it. I placed particular emphasis on authentic, realistic, yet visually appealing movements to make the model feel more alive.

Tools used:

039 Violin

For this piece, I used Blender for the complete modeling process and UV unwrapping, while the texturing and material creation were done entirely in Substance 3D Painter.

My focus was on consolidating my foundational 3D modeling skills by capturing the curves and anatomy of a real instrument.

I wanted this project to be a deliberate step forward in my texturing abilities. While I’m happy with the overall result, I know there is still room to grow, especially regarding realistic surface wear and the precise anatomy of the instrument.

Tools used:

044 Ilva's Rifle | Game-Ready Prop

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Ilva’s Rifle was created as part of my character project „Ilva Kaldheim“, but I treated it as its own asset with a separate modeling and texturing pass. The idea was that the weapon should hold up on its own as a prop, not just as something sitting on the character’s back.

The design follows the silhouette of a classic bolt-action service rifle inspired by the Lee-Enfield No. 4 Mk.

The rifle was modeled in Blender with a game-ready budget in mind. A long, thin object like this is a good exercise in spending geometry where it actually matters: the receiver, the bolt and the sight needed enough resolution to read up close, while the barrel and the stock could stay economical. The final mesh comes in at 9,209 triangles.

Texturing was done in Substance Painter using a 4K PBR set with albedo, metallic, roughness and normal maps. 

Tools used: