WARHAMMER 40K - THE RUINOUS CHAOS AXE
FORGED IN CHAOS. BUILT TO SUFFER. A full-pipeline 3D asset and localized game UI design, merging heavy metal aesthetics with functional video game architecture.
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problem
In modern RPGs, weapon screens often display sterile stats, breaking the immersion of dark, narrative-driven worlds. The challenge was to design a 3D asset and interface that felt like a visceral, physical extension of the game's brutal lore.
solution
The Ruinous Chaos Axe (MK II). A top-to-bottom technical execution, from raw geometry in Blender to final material renders in Marmoset. The asset is housed within a custom UI screen that balances aggressive visual aesthetics with clear, functional combat data.

MODELLING & PROPORTIONS
Built entirely in Blender 4.2, the geometry relies on sharp, aggressive silhouettes, utilizing spiked handle-guards and heavy, brutalist blade structures. Every component was scaled to realistic human proportions to ensure functional rigging and animation viability.
LIGHTING & TEXTURES
Moving from raw geometry into Marmoset Toolbag, the materials were built to reflect the weapon's cursed lore. The lighting and textures highlight high-contrast metallic edge-wear, matte blood-lust finishes, and a pulsing, emissive core.
UI DESIGN & IN-GAME LORE
The interface presents complex combat data (Base Damage, Cleave, Penetration) without sacrificing the dark aesthetic. To complete the immersion, the localized UI copy acts as a storytelling device. Item descriptions and ability names like "Storm of Damnation" and "Pommel Gore" prove that interface copywriting doesn't have to be sterile.
year
2026
timeframe
6 weeks
tools
Blender, Marmoset, Photoshop.
category
3D Modelling and UI Design
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