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Mecanic Bow Arm

Mecanic Bow inspired by The Legend of Zelda: Tears of the Kingdom, following the concept art by Mercè Fuentes (https://www.artstation.com/artwork/VJ4v5P).
With this project, I wanted to test my skills to recreate a concept art as faithfully as possible, staying in touch with the concept artist to ensure that my interpretation of the prop was accurate. For them, before sculpting, I made sure that the base mesh had well-proportioned shapes.
Once everything was prepared, I export the model from Maya to ZBrush, where I started adding details to create a more stylized appearance, adding wear to the edges and some damage marks.
The retopology was done in Maya, aiming to keep the polygon count as low as possible without losing the shapes, considering that it would be a weapon used by the main character in the video game. I had to be careful when significantly reducing the polygon count, especially in curved parts, ending up with 49005 tris.
Next, I proceeded with the UVs also using Maya. In this case, I decided to divide it into two UDIMS: one for the hand and the body of the bow, and another for the rings of the arm, the core, and the shoulder attachment.
Once the low-poly was finished, I moved it to Substance Painter, where I performed the bake and started texturing the model with 2k texture maps. The most interesting part of the texturing process was the hand, as the concept artist mentioned it was composed of a kind of magical mineral. Therefore, I decided to emphasize the roughness and add metalness.
During the texturing phase, I added more wear to the bow using scratches and cavities on the main body of the bow directly in Substance Painter.
Another interesting aspect was the emissive maps. Although I initially didn't plan to add the core, I decided to create it after realizing it would add much more strength to the project. Using a sphere and emissive and opacity textures, I added the lines of the core and its particles.
Finally, I created a set of lights in Marmoset Toolbag for the final render. Starting with rim lights and gradually adding lights of different colors and directions.

I hope you like it, feedback is always welcome!

Wireframe
49005 tris

Wireframe
49005 tris

Power Core

Power Core

UVs

UVs

Albedo, Normal and ORM Texture Maps 2k

Albedo, Normal and ORM Texture Maps 2k

Concept art by Mercè Fuentes

Concept art by Mercè Fuentes