Digital Sculpting & Character Animation
This project explores character sculpting, surface treatment, and animation within a game engine. I used Mudbox to develop an alien character’s sculpted details and painted clothing, then brought the character into Unreal Engine 5 for a jump and vault sequence. The work focuses on visual contrast, consistency across multiple views, and how the mesh holds up during movement.
Character Pipeline: Mudbox to Unreal Engine 5
I brought a character sculpted in Mudbox into Unreal Engine 5 for a jump and vault animation sequence. The project focused on checking how the mesh and sculpted details held up during movement, connecting character creation with implementation in a game engine.
Material Contrast & Character Detail
I used a simple painted finish for the clothing to contrast with the character’s detailed organic sculpting. This treatment keeps attention on the alien skin markings while helping the clothing and body remain visually distinct.
Character Sheet: Form & Surface Detail
This character sheet presents front, profile, and rear views of the high-poly sculpt. The views show the placement and consistency of the alien markings, while the simple clothing treatment keeps the character’s form and surface details easy to distinguish.