Reinhardt's Boost Hammer

Reinhardt's Boost Hammer

sketchfab

I've always been fascinated by Overwatch's visual style, even though I've never actually played the game myself. The art direction is top-notch, and the short films are incredibly engaging. I wanted to recreate Reinhardt's iconic hammer, a playable character that has become synonymous with the franchise. My decision to choose this weapon was partly driven by my desire to avoid working on firearms, but also because I found the concept of a boost hammer both intriguing and impractical. To stay true to the game's aesthetic, I aimed for a low polycount, just as if I were creating an actual asset for a game. The modeling process took place in Maya, using available concept art from the original weapon. Meanwhile, textures were crafted in Substance Painter, and rendering was handled in Unreal Engine. One of my renders was even created in Iray for Substance as a test to push the limits of this powerful tool.

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