3D ARTIST / UNREAL ENGINE

BRENO
AMARANTE

Realistic weapon
assets for games.

Hard-surface modeling, game-ready assets, and technical implementation in Unreal Engine 5.

HARD SURFACE
GAME READY
UNREAL ENGINE 5
IRON EDGE ARSENAL
[NEEDS IMAGE]hero weapon render
Selected Work

Game-ready weapon assets

Projects developed for Iron Edge Arsenal, focused on realistic hard-surface modeling and Unreal Engine implementation.

[NEEDS IMAGE]AKM GV39 main render
Weapon / Hard SurfaceIron Edge Arsenal

AKM — GV39

Realistic assault rifle asset built for game-ready production. High and low-poly modeling, UVs, baking, and texturing.

SOFTWAREBlender, Substance Painter
ENGINEUnreal Engine 5
View Case Study
[NEEDS IMAGE]Remington 870 SIE12 main render
Weapon / Hard SurfaceIron Edge Arsenal

Remington 870 — SIE12

Pump-action shotgun focused on silhouette accuracy, material definition, and real-time implementation.

SOFTWAREBlender, Substance Painter
ENGINEUnreal Engine 5
View Case Study
Featured Case Study

AKM — GV39

Do reference ao asset em tempo real. Um estudo completo de modelagem, texturizacao e implementacao na Unreal Engine 5.

[NEEDS IMAGE]AKM GV39 final beauty render
FINAL ASSETIRON EDGE ARSENAL

Detalhes do projeto

CATEGORIA

Assault Rifle / Hard Surface

SOFTWARE

Blender, Substance Painter

ENGINE

Unreal Engine 5

STATUS

Game-ready asset

Processo

01

Reference

Anatomia e referencias do AKM.

[NEEDS IMAGE]AKM GV39 reference
02

Blockout

Formas base e proporcoes.

[NEEDS IMAGE]AKM GV39 blockout
03

High Poly

Detalhamento final para baking.

[NEEDS IMAGE]AKM GV39 high poly
04

Low Poly

Otimizacao para tempo real.

[NEEDS IMAGE]AKM GV39 low poly
05

UV

Unwrap e organizacao de UVs.

[NEEDS IMAGE]AKM GV39 uv
06

Baking

Mapas de normal e ambient occlusion.

[NEEDS IMAGE]AKM GV39 baking
07

Texturing

Materiais realistas no Substance Painter.

[NEEDS IMAGE]AKM GV39 texturing
08

Unreal Engine

Integracao e ajustes na engine.

[NEEDS IMAGE]AKM GV39 unreal engine
[NEEDS IMAGE]AKM GV39 inside Unreal Engine 5
TECHNICAL IMPLEMENTATION

Implementacao na engine

O asset foi integrado na Unreal Engine 5 com materiais PBR, iluminacao e ajustes de otimizacao para tempo real.

RESULT

Asset game-ready

Resultado de um pipeline completo de producao de assets 3D, do reference a implementacao final na Unreal Engine 5, pronto para integracao em um ambiente de jogo.

Asset Pipeline

From reference to real-time asset

O trabalho nao termina no render. Cada asset passa por um pipeline completo ate estar pronto para funcionar dentro da engine.

[NEEDS IMAGE]pipeline reference
01

Reference

Anatomia e proporcoes do asset real.

[NEEDS IMAGE]pipeline blockout
02

Blockout

Formas primarias e silhueta.

[NEEDS IMAGE]pipeline high poly
03

High Poly

Detalhamento para baking.

[NEEDS IMAGE]pipeline low poly
04

Low Poly

Otimizacao para performance.

[NEEDS IMAGE]pipeline uv
05

UV

Organizacao eficiente dos UVs.

[NEEDS IMAGE]pipeline baking
06

Baking

Mapas de normal e curvatura.

[NEEDS IMAGE]pipeline texturing
07

Texturing

Materiais PBR realistas.

[NEEDS IMAGE]pipeline unreal engine
08

Unreal Engine

Integracao e validacao em tempo real.

Unreal Engine / Real-Time

Beyond the render

O asset precisa funcionar dentro do ambiente de jogo. A implementacao na Unreal Engine e parte do processo artistico, nao uma etapa separada.

[NEEDS IMAGE]Unreal Engine 5 weapon asset implementation
IMPLEMENTATION

Asset integration

Implementacao de assets dentro da Unreal Engine 5, com materiais PBR, iluminacao e validacao em tempo real.

O objetivo e garantir que o asset se comporte corretamente no ambiente de jogo, mantendo a qualidade visual e a performance.

CAPABILITIES

Tecnical skills

Experiencia pratica com implementacao tecnica de assets e comportamentos usando Blueprints na Unreal Engine 5.

Unreal Engine 5
Blueprints
Asset integration
Real-time rendering
Materials
Weapon systems
Technical implementation
Optimization
Experience

Iron Edge Arsenal

Experiencia profissional como 3D Artist e Developer, com foco em assets de armas realistas e implementacao tecnica.

ROLE

3D Artist / Developer

Part of the team responsible for developing weapon assets and technical implementations at Iron Edge Arsenal.

MAIN RESPONSIBILITIES
  • Realistic weapon modeling

  • Hard-surface modeling

  • Low-poly modeling

  • UVs

  • Game-ready asset production

  • Unreal Engine

  • Blueprint development

  • Web development

  • Web design

PROJECTS

AKM — GV39, Remington 870 — SIE12

This portfolio is personal. Iron Edge Arsenal is presented as professional experience, not company ownership.

Tools / Capabilities

Primary stack

Ferramentas principais usadas na producao de assets e implementacao tecnica. Programacao web e mobile aparecem como capacidades complementares.

3D Modeling

Blender

Texturing

Substance Painter

Game Engine

Unreal Engine 5

Technical Implementation

Blueprints

SECONDARY CAPABILITIES
C++Programming
PythonScripting
TypeScriptProgramming
JavaScriptProgramming
ReactWeb
React NativeMobile

Web and mobile development are secondary skills, not the main professional identity.

About

Artist + Developer

Criando assets realistas que funcionam dentro do jogo.

Sou Breno Amarante, 3D Artist e Unreal Engine Developer com foco em hard-surface weapon assets para jogos.

Trabalho com todo o pipeline de producao de assets: do reference ao asset game-ready, passando por high poly, low poly, UVs, baking e texturizacao. Tambem entendo a implementacao tecnica na Unreal Engine, o que reduz o atrito entre arte e engine.

Minha experiencia na Iron Edge Arsenal consolidou essa visao hibrida. Programacao web e mobile sao habilidades complementares que trazem flexibilidade tecnica, mas minha identidade profissional e construida em torno de 3D, armas e Unreal Engine.

FOCO

Weapon Assets

ESTILO

Realistic Hard Surface

ENGINE

Unreal Engine 5

Contact

Vamos conversar

Interessado em trabalhar juntos? Envie um email ou entre em contato pelas redes sociais.

[NEEDS IMAGE]contact section visual asset