Scopes and Crosshairs Pack

Of all the DLCs I worked on for ”the Hunter: Call of the wild”, this is the one that got to me. The art itself wasn’t very complicated for this pack. But we had a short deadline, it’s a gameplay feature that has not been done for years and with no one in the team having worked on it previously. Furthermore/ additionally it was made In an proprietary engine that is at least 10 years old by now. We cleaned up every scope in the game and how they are attached to the rifles as well as separated previous baked down picatinnies from the scopes and hand placed new ones on every weapon depending on its scope rooster (that’s around 200+ entities and custom setups) and we optimized and refurbishing every legacy scopes mesh and added switchable crosshair function to the game, modular picatinny rails and a new night vision effect.

I made these three scopes and a side mount for AK platforms as well as transitioned from Maya to Blender while doing it (the side mount being my first Blender asset ever made) and on boarded/ trained outsourcing during the same time. (The Vepr rifle in the renders is made by the Glass Egg team). 
It was an intense period to say the least but I am very happy with how it all turned out in the end and that our fans really liked the pack and updates! Since the deadline was short I had to work efficiently with my art time, so two of the scopes use modular parts that can be interchanged between them and we can use in future scopes (weapon rings and knobs). The rest of the models that are not as unique is simply using weighted normals and a tilable texture. Cotw's engine does not support decal alphas with gradience nor normals, so I decided to make the logo a tillable texture like the metal, both to save on performance memory and to get a better end result, unfortunately that makes it less re-usable. However it works great for just scopes. The logo was designed by Christopher Scullion.
The pack would never had been completed without my amazing team mates and some help from external cells which I am really greateful for and how everyone stepped up and bonded during the intense time.

Special shoutout to Dag Lindwall, Christian Mouritsen, Kiran Thakkar and Ivan Bartulac with whom I worked closest to during this pack from everything from tech, optimization, implementation, itteration and design. As well as thanks to Adam Johansson for great feedback on how I ended up present these pieces!

In the renders the textures are 2x from in game.