Jing

Character Modeling and Animation

Time spent: 3 months

This is an individual character animation project which I explored the whole character animation pipeline from concept art to final keyframe animation. It is also the first time for me to learn Maya, ZBrush and Substance Painter.

When it comes to retypologize, I did it manually in Maya because I wanted to get the best practice.

For the clothes, I was mainly modifying the default materials in Substance Painter but later created the material for sword on my own.

For the animation, I started adding skeletons and controls from scratch and used nCloth to add a more vivid look to the cloak.

After this project, I got a better sense of the animation pipeline, which helps me optimize the animation sequences in Unreal Engine for other projects.

A woman in futuristic armor and clothing, arms extended to the sides, against a dark background.

Rigging & Animation

Keyrame Animation

Model

Rigging Demo

Character Turntable

Texture

A fantasy-style sword with a curved, dark blade accented with blue glow, and a dark handle.
A fantasy-style sword with a blue and black blade and a dark brown hilt.
Screenshot of graphic editing software layers, including rust texture, sharpen, gradient, edges, metal scratches, base metal, gem, fill layers, and layer groups.

Software Used

Stylized black and white abstract figure resembling a person in motion, with a curvy body and limbs, set against a plain light background.

ZBrush

Green icon with the letters "Pt" on a dark green background.

Adobe Substance Painter

Microsoft Office logo with blue background, white letter 'M', and 'AYA' text

Maya