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.
Rigging & Animation
Keyrame Animation
Model
Rigging Demo
Character Turntable
Texture
Software Used
ZBrush
Adobe Substance Painter
Maya