This character was my capstone project at Chatham University (2025).
My goal was to learn about the workflows that go into building an armored character
and how to implement those into a real-time game engine. The engine I chose to use
was Unreal Engine 5.
During this project, I learned how to use software/tools such as ZBrush, Maya, Marmoset
Toolbag 5, and even animation retargeting using Unreal Engine 5's in-built tools.
Hard Surface Sculpting: The images below are renders of detailed ZBrush
models of each piece in this character's set.
Rigging: Rigging was a new concept for me, as I was tasked to create a rig to be used for posing and even in-game animation. It was a great challenge that forced me to think about how a character is made from a technical standpoint. I even went as far as to test adding bones to the waist cape, which then made me experiment with cloth simulation in Unreal Engine 5.
Unreal Engine 5: While the animations themselves were not created by me, this was an important step in proving that the character could be handed off to an animator and function as intended within a production workflow.