Wire cutters (2019)
Game-ready (PC or console) wire cutters. 2048 tris, 1k PBR textures.

I wasn't sure whether to call this a low-poly model or not. It's not a super optimized mobile model, it could still work well in a context where a bit more detail is needed.

Game-ready (PC or console) wire cutters. 2048 tris, 1k PBR textures.

I wasn't sure whether to call this a low-poly model or not. It's not a super optimized mobile model, it could still work well in a context where a bit more detail is needed.

Wire cutters, animated in Sketchfab.

Beauty render with subdivision and upscaled textures.

Beauty render with subdivision and upscaled textures.

Base texture maps. Quick 'n dirty substance painter material, mostly using the default base materials and masks.

Base texture maps. Quick 'n dirty substance painter material, mostly using the default base materials and masks.

Wireframe comparison between the original mesh from 2012 and the improved, cleaned-up mesh topology from 2019.  
Both models shown with and without subdivision modifier.

Wireframe comparison between the original mesh from 2012 and the improved, cleaned-up mesh topology from 2019.
Both models shown with and without subdivision modifier.

Wire cutters (2019)

Game-ready, animated wire cutters.
2048 tris, 1024 pixel textures (Metallic-roughness PBR: color, metallic, roughness, normal, height).

Sometimes, it's hard to draw the line between low-poly and high-poly models. While this model wouldn't work as a decorative low-poly prop and wouldn't be ideal for a mobile game, it could be used in e.g. a bomb defusing scene in a PC or console game. Depending on the scene, it might even need a bit more detail.

I've been digging through my old projects. These wire cutters were originally from 2012. I cleaned up topology, optimized the mesh and UV layout a bit, made new PBR textures in Substance Painter and added in a simple animation.

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