My approach to building this prop began in 3ds Max where I fleshed out the original mesh and optimized it down to a game friendly resolution. The next step was moving into Substance Designer where I put together several custom materials used in the final render. After completing my base materials, I moved into Substance Painter where I developed the final texture maps. Painter's built in baker was also used to generate support maps like AO and Normals. The model was built and textured by me in its entirety, including lighting and post work in Photoshop. Original concept drawing created by Mr. Oscar Cafaro.