Fortnite Weapons

Some of the weapons I created for the “Save The World” mode of Fortnite. In addition to these weapons, which I created from block out mesh, to high poly, to low poly bake, textures, and engine implementation, I was also responsible for a number of high poly cleanup, low poly and UV cleanup, rebake, and retexture work for other Save The World weapons, as well as a number of environment props and set pieces for the main Battle Royale mode and Battle Pass Agent rooms accessed from The Hideout.

Currently I am only able to show items with publicly available renders.

All below assets were modeled (high, low, and unwrapped) in 3d Studio Max, baked in Marmoset Toolbag 3, and textured in Substance Painter. The Shark Attack weapon also included sculpting done in zBrush.

The “Shark Attack” Shark Launcher. A fun, silly weapon that fires a bouncing rubberized shark toy loaded with TNT. I don’t get the opportunity to do a lot of creature work, so the shark projectile was an interesting challenge to an otherwise simple asset.

The “Compression Burster” bow. Despite the fairly simple shapes that make up this bow, it was one of the more interesting to create as it required a lot of discussion with concept and direction to ensure the side-view-only concept could conform to the needs of the rig and animation set. This led to a lot of fine tuning on my end and was a fun chance to get creative and make design decisions that could stay true to the spirit of the original concept while conforming to the technical needs of the asset.

The “Night Owl” Bow. The second bow I created for StW. The deceptively simple style for this weapon set’s theme was a lot of fun to model and texture so that it looked uniform without being boring made up of so few material types.

The “Powder Keg” Bow. More fun in the land of simple, clean modeling and texturing. I really grew to enjoy this art style as it placed a lot of emphasis on the diffuse channel and strong separation of material types, which was an interesting challenge with such simplified material styling.

The Vindertech “Seeker” Bow. I was responsible for creating the first outsourced bow weapon for StW, requiring a significant adaptation from the only previously existing bow (which featured a far more complex rig for a compound bow), requiring team work between myself, concept, and technical animation to get a new setup that would work with this series of primarily recurve style bows.

As the first artist to work on these new bows, I was also tasked with establishing and documenting best practices and rig-related rules, as well as a general start to finish process for other artists to follow for modeling and implementing these weapons into unreal.

This was an interesting weapon to work on because it came from such an established visual style in the game (Vindertech) but was also at a time when the finer nuts and bolts of material styling was getting updated and refined. Creating a blend that looked like it fit in with the existing Vindertech assets while upholding the latest material standards was exactly the kind of challenge I love.

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