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Burnfront: Dual Edge Swords

These are the dual-edge swords wielded by Kay Walker against hordes of EXOs in Burnfront.

The models are made using Blender, textured in Substance Painter, rendered in blender and in Unreal. This does feature some gameplay showcasing the swords in action and the chain physics. It was a very short project and task I gave to myself, but I did enjoy it.

The visual systems were made by me, and if you want to check them out, go here:
https://www.artstation.com/artwork/DLXBVG

If you want to give the game a try, feel free to go to our public Itch page for Burnfront and have fun, https://jaydenyounger.itch.io/burnfront-combat-demo.

In engine renders with postprocessing

In engine renders with postprocessing

In engine renders with postprocessing

In engine renders with postprocessing

In engine renders with postprocessing

In engine renders with postprocessing

In engine renders with postprocessing

In engine renders with postprocessing

In engine renders with postprocessing

In engine renders with postprocessing

In-game, look at the dual edge

Gameplay of the dual edge in action

Gameplay of the dual edge in action. Excuse the animation issue; that is just a retargeting issue with the animations, which is going to be fixed in later builds.

Simply just an array of chain links connected by a series of physics constraint components.

Simply just an array of chain links connected by a series of physics constraint components.

Chain Physics using static mesh constraints.

Chain physics testing

Chain physics testing

Raw render

Raw render with the other sword

Raw render with the other sword

Raw render line up

Raw render line up

Solid render

Solid render with the other sword

Solid render with the other sword

Solid render with the other sword

Solid render with the other sword

Solid render line up

Solid render line up

Solid render line up

Solid render line up

Unlit render

Unlit render with the other sword

Unlit render with the other sword

Unlit render line up

Unlit render line up

Wireframe

Wireframe

Wireframe

Wireframe line up

Wireframe line up

Mesh Stats and poly counts

Mesh Stats and poly counts

Substance painter view port

Substance painter view port

Substance render view angle 1

Substance render view angle 1

Substance render view angle 2

Substance render view angle 2

First iteration of the designs. Originally, I was going to create a great sword variant, but due to time constraints, I never got the chance to do it.

First iteration of the designs. Originally, I was going to create a great sword variant, but due to time constraints, I never got the chance to do it.