Overview
A complete character pipeline project, progressing from modeling and rigging through to animation and texturing, with final integration into Unreal Engine as a fully playable game character.
Process
Starting from a high poly T pose, the character was retopologized to a game ready mesh, rigged and skin weighted in Maya, textured in Substance 3D Painter, and animated back in Maya. Final integration into Unreal Engine connected the animation sequences and configured the asset as a fully playable character demonstrating a complete cross-software pipeline from modeling to game implementation.
Software Used
Autodesk Maya
3d Substance painter
unreal engine