Post Apocalyptic Knife

Prop Breakdown

Florian Neumann


Florian Neumann

Lead 3D Artist


My name is Florian Neumann. I am 31 years old and I live in Vienna, Austria. I am a Lead 3D Artist at RabCat Game Art where I have the opportunity to work on all kinds of great projects including games like Apex Legends, Overwatch 1&2, Forza Horizon 4&5 and many more.
I try to keep my ArtStation Profile as updated as possible, so if you are interested in specific projects I have worked on, you can find them there.
Prior to that, I studied MultiMediaArt with a focus on 3D Animation at the FH Salzburg in Austria, but that was a long long time ago.


What I wanted to achieve with that project was to create a realistic-looking Post-Apocalyptic Knife that would work in a state-of-the-art Game Engine like Unreal 5. The software packages I was using for this one are Autodesk Maya, Substance Painter, Marmoset Toolbag and Adobe Photoshop.

In the first stage, I gathered different references of tools that you could find in a shed. I built all of them separately, not 100% knowing where each part should go. Just so I had them all in 3D and to play around with them.


As soon as I was done creating all of them I went ahead and assessable the knife inside Maya, moved everything to Zbrush and started creating all the details and welds there.



After I was happy with the highpoly pass, I send it all back to Maya and created a lowpoly using various tools inside Maya. I also used Maya to create all the UVs. When I was happy with the result I moved it all to Marmoset Toolbag and baked the normal Map there. With a little help from Photoshop, I was able to get the final normal map done and moved it all to Substance Painter.



Inside Substance Painter, I started with simple fill layers and added different kinds of masks and filters on top of each other to get all the materials done. On top of the Materials, I added dirt and rust with simple masks I created inside Substance. Next to that I also created the embossed detailed right inside Substance so I didn’t have to put it in the Highpoly Files.

When I was happy with the Result I moved it all back to Marmoset and did the final renders there with a rather simple light setup!


That’s basically it!

If you want to get a more in-depth look into the production of the Asset you can find my five and half hours long, narrated Tutorial where I explain each step and create the whole asset basically Step by Step.


That’s it from me, have a great day!