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title: Texturing a Toxic Canon Inspired by the Arcane-Style
description: Texture artist Arkady Nabirenkov shares his workflow for creating a game-ready Arcane-inspired weapon asset called the Toxic Canon. He explains how he studied...
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og:description: Texture artist Arkady Nabirenkov shares his workflow for creating a game-ready Arcane-inspired weapon asset called the Toxic Canon. He explains how he studied...
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# Texturing a Toxic Canon Inspired by the Arcane-Style

**[80 LEVEL](https://daily.dev/sources/80lv)** · 12 min read · 0 upvotes · 0 comments

## Summary

Texture artist Arkady Nabirenkov shares his workflow for creating a game-ready Arcane-inspired weapon asset called the Toxic Canon. He explains how he studied Arcane frame by frame to understand its distinctive visual style, then replicated it within a real-time game production pipeline using Blender and Substance 3D Painter. The key insight is that the Diffuse map is the foundation of the entire Arcane look — it drives not only color but also the Roughness and Height maps, creating a cohesive hand-painted aesthetic efficiently. He details his masking-based painting workflow, UV straightening tips, bevel painting, and a custom shader in Blender that balances PBR shading with an unlit contribution to mimic the show's signature lighting. The full asset was produced in under five working days, with extensive reference study done beforehand.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/creating-a-game-ready-cannon-in-an-arcane-inspired-style>

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---

Tags: [#game-design](https://daily.dev/tags/game-design), [#blender](https://daily.dev/tags/blender), [#substance-3d-painter](https://daily.dev/tags/substance-3d-painter)

[View this post on daily.dev](https://daily.dev/posts/texturing-a-toxic-canon-inspired-by-the-arcane-style-1wdymplfj)

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