Following the completion of the Cryptostraps collection, the client wanted to integrate the 3D guns into an in-progress Web3 game. My task was to adapt the high-poly models and procedural textures for use in a game engine, ensuring they met the performance and visual standards of real-time gameplay. This involved optimizing the models through UV unwrapping, retopology, and other geometry refinements in Blender. I used Substance Painter to bake details from high-poly to low-poly models and applied detailed textures, making each asset game-ready while retaining the intricate aesthetic from the original collection.
With the shift from high-fidelity collection pieces to interactive game assets, the priority was to balance detail with efficiency. Working in Blender, I carefully reduced poly counts and optimized the mesh topology to ensure smooth performance in the game engine. To preserve the high level of surface detail from the collection models, I used Substance Painter’s baking tools to transfer textures from the high-poly models to the low-poly versions. The goal was to maintain the striking look of the Cryptostraps while making them fully functional for an immersive gameplay experience.
- Blender: UV unwrapping, retopology, mesh optimization. - Substance Painter: High-poly to low-poly baking, detailed texturing for game asset adaptation.