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DOOMBA- Senior Thesis Animated Asset Breakdown

Breakdown of my Central Animated Asset for my senior thesis. I did visual development for this character last spring and have been working on it in 3D since January. This Infected Invader is the enemy NPC on board the cargo ship in the game, and his fungal infection has spread rapidly through out the environment.
My primary focus for my thesis is to be a material showcase, so I kept my low-poly model fairly simple and allowed my materials to tell the story. I modelled the block-out mesh in Maya then imported it into Zbrush to sculpt most of my details, which I then baked onto my re-topologized model in Substance Painter. I am very pleased with the quality of the bake.
I wanted the character to feel slimy and damp, so that it would make sense for his body to be covered in mold and fungus. I also re-used my mushroom assets from my environment to create a strong sense of cohesion.
In Maya, I added a root bone to the rig for retargeting and also added bones for his four eyes so that I could key rotations in the animations to make him look around, and created blend-shapes so that he can "blink" and "breath" to give him a more convincing life-like quality.
Overall, I am very happy with how this design translated from my visual development to 3D.
I am responsible for all modelling, texturing, weight-painting, blend-shapes, material creation, and implementation of animations and model into Unreal Engine 5.

Character posed in UE5 in lit mode.

Character posed in UE5 in lit mode.

Character posed in UE5 in detail lighting mode.

Character posed in UE5 in detail lighting mode.

Character posed in UE5 with wireframe and no normals in lit mode.

Character posed in UE5 with wireframe and no normals in lit mode.

Model turn-around with detail shots in lit mode inside of UE5.

Model turn-around with detail shots in lit mode inside of UE5.

Model turn-around with detail shots in detail lighting mode inside of UE5.

Model turn-around with detail shots in detail lighting mode inside of UE5.

Model turn-around with detail shots with wireframe and no normals in lit mode inside of UE5.

Model turn-around with detail shots with wireframe and no normals in lit mode inside of UE5.

Clip of the model in idle animation inside of UE5. Character rig is from Mixamo, weight painting and blendshapes were done in Maya before importing to UE5.

Screenshot of the model posed inside the game environment in UE5.

Screenshot of the model posed inside the game environment in UE5.