Kaidro: Clan Battles - Contractor Shotgun

Various views of the final in game asset, rendered in Unreal Engine 5.  To fit the game's anime inspired art style, cell shading was used.

Various views of the final in game asset, rendered in Unreal Engine 5. To fit the game's anime inspired art style, cell shading was used.

Shotgun in weapon selection screen of Kaidro: Clan Battles. I was also responsible for modeling work on the railgun shown here (fourth yellow weapon)

Marmoset Viewer preview of the model. Please note this is not using the cell-shading of the final model.

Concept work by Alice Bruderer. The final model had some slight design changes to the trigger area to better fit player character animations as well as switching it to a single drum. Heated metal was also added to the barrels to make them look more used.

Concept work by Alice Bruderer. The final model had some slight design changes to the trigger area to better fit player character animations as well as switching it to a single drum. Heated metal was also added to the barrels to make them look more used.

I made two LODs for the weapon, LOD 0 for closeup menu shots, LOD 1 for use in further in-game shots.

I made two LODs for the weapon, LOD 0 for closeup menu shots, LOD 1 for use in further in-game shots.

The gun uses a 1K map with the game's standard 2.56 texel density, only diffuse and normals were utilized due to the cell shading the game uses. An additional material ID map was created to allow color customization.

The gun uses a 1K map with the game's standard 2.56 texel density, only diffuse and normals were utilized due to the cell shading the game uses. An additional material ID map was created to allow color customization.

Kaidro: Clan Battles - Contractor Shotgun

This is one of the player weapons I worked on for the upcoming action RPG Kaidro: Clan Battles by Kaidro LLC under Gadget-Bot Productions (https://store.steampowered.com/app/2645690/Kaidro_Clan_Battles/). I was responsible for creating the final game model, taking care of high poly modeling, low poly retopology and LOD creation, UV mapping, baking, and texturing. Modeled and UV mapped in Maya, baked and textured in Substance Painter. Final tri count of 10622. Concept by Alice Bruderer, in game renders by Chase Polly.