I'm stubbing in some of the work for my personal game project, Death and Sorcery.
This is a solo development project. I'm responsible for the character model, rigging, and tech animation. The Environment art is a mix of Nanite meshes that I've made (walls, doors, practical lights,) with some quixel mega scan assets to represent the more generic items like boxes, rubble, and small scatter.
Tools include Zbrush, Maya, Substance Painter, Unreal Engine 5, Quixel Bridge, Mixamo.
More imagery to come soon!
I've been tuning the level lighting and camera to balance the heavy atmosphere while still showcasing the character model's details.
Getting used to Nanite, Lumen, and lighting with auto exposure. Had a lot of fun adding the intro sequence to kick off the level. UE5.3
Some forest lighting exploration with the character.
My process to make the cape :) This was fun.
Artifact-free Baking was made easier by marmoset. there were so many bake groups. I found using Substance Painter to bake id maps saved me a lot of time though.
You can see the topology here too. With the cape, this character is just under 40k triangles.
I'm trying to use as many animation assets as I can but sometimes I can't find exactly what I need. Here, I'm building a vertical slash, much like the forward attack from ocarina of time.