
CANNON PROJECT
In this project, we’ll create a fully realized cannon asset by following the complete production pipeline from concept to final render.
We’ll begin by gathering reference materials and determining the correct scale to ensure accuracy. From there, we’ll block out the primary forms and build a proxy mesh, verifying its suitability for integration with other departments.
Next, we’ll develop a first-pass, game-resolution model—often called a “protomesh”—which will then be refined to a higher mesh density before moving into ZBrush for detailed, high-resolution sculpting.
With the sculpt complete, we’ll finalize the in-game model through precise UV mapping. Both the game-res and high-res versions will then be prepared in Substance Painter for texture baking and material creation.
Finally, we’ll assemble and render the asset in Unreal Engine, ensuring it is fully optimized, visually compelling, and ready for seamless use in a game environment.



