A full 3D workflow - Character sculpt to game engine implementation, done for a university assignment. For this assignment, we were tasked to work through an entire 3D workflow by creating a character concept and finishing with an animated cinematic render in Unreal Engine 5.
The character I created is a cultist leader who is being corrupted from the inside out. To show this visually, I made the arm appear to be rotting, blistering, and expanding, while the 'corruption' is spreading to the rest of his body.
For the environment, I wanted to continue with a darker theme that suits the character. I created an island with dark rocky terrain, surrounded by lava and sharp, pointed rocks. In the centre of the island is an altar where the character performs dark magic and rituals.
I intended the final product to resemble a cutscene before a boss fight, similar to how they are presented in some RPG games. To achieve this, I set up the environment to feel like an 'arena,' with the boss standing in the center, casting a fireball before the fight begins.
Overall workflow process:
Character design concept - Photoshop
3D character sculpt - ZBrush
Retopology - Blender
Texturing - Substance Painter/Photoshop
Character rig - Accurig/Blender
Character animation - Blender
Environment creation - Unreal Engine 5
Animation sequence - Unreal Engine 5
Render - Unreal Engine 5