Medieval Weapons | Assets

For this project I created 5 different optimized weapon assets in Maya. Technically this is actually 3 different projects disguised as one:
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1. The concept art was originally for a Pathfinder/Dnd character I made and drew in 2021 in Photoshop. His playstyle is built around using many different weapons and dynamically switching between them during combat. For this I chose a longbow to start combat with from large distances, switching to throwing knives (kunai & shuriken) for medium distance, fast attacks, then starting close range combat with his bastard sword. First two handed for big hits at the start, then switching to one handed to draw his parrying dagger (represented as a swordbreaker) for better defense in longer fights, shortly after he drops his bastard sword entirely to draw his short sword (represented as a Chinese Jian) to get quick agile attacks as well as defense out of his short sword, parrying dagger combo.
For this I didn't want to feature just typical European weapons as the idea was that he would be a traveling ranger who chose the weapons that best fit his unusual fighting style and would therefor chose equally unusual weapons. That of course needed to be balanced with the mechanics of Pathfinder and DnD, so the weapons couldn't deviate too much from their game counterparts.
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2. The actual 3D modelling was done in 2025. I first made the low poly versions in Maya, before subdividing them once and importing in ZBrush to sculpt additional detail. Then taking the low poly and high poly versions into Substance Painter for baking and texturing, with the final turntable done in Unreal Engine. I also made an extra weapon that I didn't end up texturing yet, from an even older drawing.
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3. Lastly I made a small render in Maya of the aftermath of a fight with the character at sunset. I did use his weapons a bit more often than I wanted because I really wasn't happy with the weapon assets I found online so I ended up reusing them a few times with changes mainly to the scale to make them look not quite as similar. The ground for this scene was first roughly sculpted in Maya and then improved in Houdini with heightfields with masks by feature/object used for blending ground textures, adding microdetails and integrating assets better into the ground. The rest was mostly assets from Fab, Mixamo and Polyhaven.

Turntable in Unreal Engine

Environment render in Maya using weapon assets with ground from Houdini

Environment render in Maya using weapon assets with ground from Houdini

Wireframe in Maya

Wireframe in Maya

Original Concept Art for Pathfinder / DnD Character

Original Concept Art for Pathfinder / DnD Character