Fang of the Viper is a fully game-ready dagger and scabbard created as part of my ongoing hard-surface and game asset development workflow under the Venom3D brand.
The project was built from scratch with a strong focus on production-ready topology, efficient UV organization, optimized LODs, and physically based materials suitable for modern real-time rendering pipelines.
The workflow included:
• High-poly and low-poly modeling in Blender
• UV unwrapping and texel density optimization
• PBR texturing in Substance 3D Painter
• LOD generation and performance validation
• Real-time rendering and presentation
Technical Breakdown:
• Game-ready asset
• Optimized topology
• Multiple LOD levels
• Clean UV layout
• PBR workflow
• Real-time rendering pipeline compatible
• Separate dagger and scabbard hierarchy
The presentation includes hero renders, wireframe views, UV validation previews, solid viewport turntable renders, and technical optimization data used during production.
Software Used:
Blender
Substance 3D Painter
Created by Venom3D.