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Game Ready Character

Base mesh modeled and UV'd in Blender 2.8, ZBrush for sculpting, textured in Substance Painter, rigged and animated in Maya 2020. This project was my senior thesis of taking a character through the full production pipeline.

Rig Demo

-IK legs, FK/IK arms, joint based face rig, adjustable auto eyelid tracking with look-at control, and parabolic mouth swivel for non-spherical head shape 

-Additional joints for UnReal's AnimDynamics to control hair, clothing, and soft body physics

Motion Capture Demo

Using the HumanIK reference mocap animation, I tested my rig knowing that cleanup of any mocap data would need to happen and since my rig accounts for the heels of the boots, the feet would need more attention in addition to any props or additional joints not tracked by the HumanIK custom rig retargeting.

UnReal Integration

Character Setup
Once my character was in UnReal, I set the skeleton so it would scale with animations for the UnReal Mannequin.

Skeleton Retargeting

With the scaling set, I could retarget my rig to a humanoid that works with the 3rd person player blueprint that was copied from the original blueprint.

AnimDynamics

I set up animdynamics nodes on several joint chains for cloth and soft body simulation at runtime.

Gameplay

My character is now skinned over the UnReal Mannequin and playable with the default blueprint. The default animations are not very flattering for my character so I have an instance of my character in my idle pose as an NPC.

Sin of Usury for Orsanmichele

This sculpture was a concept while studying the sin of usury for pre-modern Europe. The sculpture was designed for a niche outside the church of Orsanmichele. The idea that money can buy anything including freedom is represented by the clipped wings and the base is inscribed with 1 Timothy 6:10. 

Digital Sculpture

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