INDUSTRY:

INDUSTRY:

INDUSTRY:

GAMING

GAMING

GAMING

ENGAGEMENT:

ENGAGEMENT:

ENGAGEMENT:

PANTHERA 3D

PANTHERA 3D

PANTHERA 3D

YEAR:

YEAR:

YEAR:

2023

2023

2023

SOFTWARE:

SOFTWARE:

SOFTWARE:

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

MAYA, SUBSTANCE PAINTER, UNREAL ENGINE

ROLE:

ROLE:

ROLE:

3D ARTIST, UNREAL ENGINE ARTIST

3D ARTIST, UNREAL ENGINE ARTIST

3D ARTIST, UNREAL ENGINE ARTIST

CAIN

CAIN

CAIN

CAIN

Cain is a game-ready flying cyborg character developed as an Unreal Engine asset for games. The character is built from three separate skeletal meshes: the main body, helmet, and jetpack. Cain was designed with gameplay in mind, including walking, jumping, hovering, flight, laser attacks, mechanical animations, and customizable materials.

Cain is a game-ready flying cyborg character developed as an Unreal Engine asset for games. The character is built from three separate skeletal meshes: the main body, helmet, and jetpack. Cain was designed with gameplay in mind, including walking, jumping, hovering, flight, laser attacks, mechanical animations, and customizable materials.

Cain is a game-ready flying cyborg character developed as an Unreal Engine asset for games. The character is built from three separate skeletal meshes: the main body, helmet, and jetpack. Cain was designed with gameplay in mind, including walking, jumping, hovering, flight, laser attacks, mechanical animations, and customizable materials.

Cain is a game-ready flying cyborg character developed as an Unreal Engine asset for games. The character is built from three separate skeletal meshes: the main body, helmet, and jetpack. Cain was designed with gameplay in mind, including walking, jumping, hovering, flight, laser attacks, mechanical animations, and customizable materials.

The asset is currently available on the Epic Games Fab Marketplace and has been implemented in multiple game projects.

Link:

https://www.fab.com/listings/27b66580-c641-40aa-9389-25bf5098a1ce

The asset is currently available on the Epic Games Fab Marketplace and has been implemented in multiple game projects.

Link:

https://www.fab.com/listings/27b66580-c641-40aa-9389-25bf5098a1ce

The asset is currently available on the Epic Games Fab Marketplace and has been implemented in multiple game projects.

Link:

https://www.fab.com/listings/27b66580-c641-40aa-9389-25bf5098a1ce

The asset is currently available on the Epic Games Fab Marketplace and has been implemented in multiple game projects.

Link:

https://www.fab.com/listings/27b66580-c641-40aa-9389-25bf5098a1ce

The character was initially modelled as a high-poly asset in Autodesk Maya. A game-ready low-poly version was then created using Maya's Quad Draw tools, with the high-poly details baked onto the optimized mesh in Substance 3D Painter. The final materials and surface textures were also created in Substance 3D Painter, preserving the mechanical details while preparing the character for real-time use in Unreal Engine.

The character was initially modelled as a high-poly asset in Autodesk Maya. A game-ready low-poly version was then created using Maya's Quad Draw tools, with the high-poly details baked onto the optimized mesh in Substance 3D Painter. The final materials and surface textures were also created in Substance 3D Painter, preserving the mechanical details while preparing the character for real-time use in Unreal Engine.

The character was initially modelled as a high-poly asset in Autodesk Maya. A game-ready low-poly version was then created using Maya's Quad Draw tools, with the high-poly details baked onto the optimized mesh in Substance 3D Painter. The final materials and surface textures were also created in Substance 3D Painter, preserving the mechanical details while preparing the character for real-time use in Unreal Engine.

The character was initially modelled as a high-poly asset in Autodesk Maya. A game-ready low-poly version was then created using Maya's Quad Draw tools, with the high-poly details baked onto the optimized mesh in Substance 3D Painter. The final materials and surface textures were also created in Substance 3D Painter, preserving the mechanical details while preparing the character for real-time use in Unreal Engine.

The high-poly and low-poly versions were brought into Substance 3D Painter, where the high-poly details were baked onto the optimized mesh.

The baked information was then used to create the character's final materials and textures, defining the different surfaces of the armor and its mechanical components while maintaining the visual detail required for a real-time game asset.

The high-poly and low-poly versions were brought into Substance 3D Painter, where the high-poly details were baked onto the optimized mesh.

The baked information was then used to create the character's final materials and textures, defining the different surfaces of the armor and its mechanical components while maintaining the visual detail required for a real-time game asset.

The high-poly and low-poly versions were brought into Substance 3D Painter, where the high-poly details were baked onto the optimized mesh.

The baked information was then used to create the character's final materials and textures, defining the different surfaces of the armor and its mechanical components while maintaining the visual detail required for a real-time game asset.

The high-poly and low-poly versions were brought into Substance 3D Painter, where the high-poly details were baked onto the optimized mesh.

The baked information was then used to create the character's final materials and textures, defining the different surfaces of the armor and its mechanical components while maintaining the visual detail required for a real-time game asset.

In Unreal Engine, the three skeletal meshes were assembled into a unified Character Blueprint. The Blueprint provided the foundation for combining the character's body, helmet, and jetpack into a single gameplay-ready actor.

The imported animation assets were then integrated into the character's animation system to support its different gameplay states.

In Unreal Engine, the three skeletal meshes were assembled into a unified Character Blueprint. The Blueprint provided the foundation for combining the character's body, helmet, and jetpack into a single gameplay-ready actor.

The imported animation assets were then integrated into the character's animation system to support its different gameplay states.

In Unreal Engine, the three skeletal meshes were assembled into a unified Character Blueprint. The Blueprint provided the foundation for combining the character's body, helmet, and jetpack into a single gameplay-ready actor.

The imported animation assets were then integrated into the character's animation system to support its different gameplay states.

In Unreal Engine, the three skeletal meshes were assembled into a unified Character Blueprint. The Blueprint provided the foundation for combining the character's body, helmet, and jetpack into a single gameplay-ready actor.

The imported animation assets were then integrated into the character's animation system to support its different gameplay states.

Cain's movement system was developed using Animation Blueprints, State Machines, Blend Spaces, and Animation Montages.

These systems were used to control the character's different movement states, including:

  • Walking

  • Jumping

  • Hovering

  • Flying

Cain's movement system was developed using Animation Blueprints, State Machines, Blend Spaces, and Animation Montages.

These systems were used to control the character's different movement states, including:

  • Walking

  • Jumping

  • Hovering

  • Flying

Cain's movement system was developed using Animation Blueprints, State Machines, Blend Spaces, and Animation Montages.

These systems were used to control the character's different movement states, including:

  • Walking

  • Jumping

  • Hovering

  • Flying

Cain's movement system was developed using Animation Blueprints, State Machines, Blend Spaces, and Animation Montages.

These systems were used to control the character's different movement states, including:

  • Walking

  • Jumping

  • Hovering

  • Flying

The jetpack was integrated into the character's gameplay setup to support Cain's hovering and flight capabilities.

Its mechanical components and thruster animations were synchronized with the character's movement states, giving the flight system both a functional gameplay purpose and a mechanical visual response.

The jetpack was integrated into the character's gameplay setup to support Cain's hovering and flight capabilities.

Its mechanical components and thruster animations were synchronized with the character's movement states, giving the flight system both a functional gameplay purpose and a mechanical visual response.

The jetpack was integrated into the character's gameplay setup to support Cain's hovering and flight capabilities.

Its mechanical components and thruster animations were synchronized with the character's movement states, giving the flight system both a functional gameplay purpose and a mechanical visual response.

The jetpack was integrated into the character's gameplay setup to support Cain's hovering and flight capabilities.

Its mechanical components and thruster animations were synchronized with the character's movement states, giving the flight system both a functional gameplay purpose and a mechanical visual response.

Cain's cybernetic arms were developed with an integrated laser-beam attack system for gameplay.

Laser emission animations and visual effects were implemented in Unreal Engine to allow the character to fire energy beams at enemies. The effect was integrated as part of the character's gameplay attack system rather than being used solely as a cinematic effect.

Cain's cybernetic arms were developed with an integrated laser-beam attack system for gameplay.

Laser emission animations and visual effects were implemented in Unreal Engine to allow the character to fire energy beams at enemies. The effect was integrated as part of the character's gameplay attack system rather than being used solely as a cinematic effect.

Cain's cybernetic arms were developed with an integrated laser-beam attack system for gameplay.

Laser emission animations and visual effects were implemented in Unreal Engine to allow the character to fire energy beams at enemies. The effect was integrated as part of the character's gameplay attack system rather than being used solely as a cinematic effect.

Cain's cybernetic arms were developed with an integrated laser-beam attack system for gameplay.

Laser emission animations and visual effects were implemented in Unreal Engine to allow the character to fire energy beams at enemies. The effect was integrated as part of the character's gameplay attack system rather than being used solely as a cinematic effect.

Cain's materials were set up with Material Instances to allow different visual configurations of the character without modifying the base materials.

Customizable elements include the armor, visor, and accent lighting, making it possible to create multiple character variations while retaining the same underlying asset and technical setup.

Cain's materials were set up with Material Instances to allow different visual configurations of the character without modifying the base materials.

Customizable elements include the armor, visor, and accent lighting, making it possible to create multiple character variations while retaining the same underlying asset and technical setup.

Cain's materials were set up with Material Instances to allow different visual configurations of the character without modifying the base materials.

Customizable elements include the armor, visor, and accent lighting, making it possible to create multiple character variations while retaining the same underlying asset and technical setup.

Cain's materials were set up with Material Instances to allow different visual configurations of the character without modifying the base materials.

Customizable elements include the armor, visor, and accent lighting, making it possible to create multiple character variations while retaining the same underlying asset and technical setup.

The character's facial rig was configured with Live Link support to enable real-time facial animation and lip-sync workflows. This allowed facial movement and mouth articulation to be driven and previewed within the Unreal Engine pipeline, extending Cain beyond body and gameplay animation to support more expressive character performances.

The character's facial rig was configured with Live Link support to enable real-time facial animation and lip-sync workflows. This allowed facial movement and mouth articulation to be driven and previewed within the Unreal Engine pipeline, extending Cain beyond body and gameplay animation to support more expressive character performances.

The character's facial rig was configured with Live Link support to enable real-time facial animation and lip-sync workflows. This allowed facial movement and mouth articulation to be driven and previewed within the Unreal Engine pipeline, extending Cain beyond body and gameplay animation to support more expressive character performances.

The character's facial rig was configured with Live Link support to enable real-time facial animation and lip-sync workflows. This allowed facial movement and mouth articulation to be driven and previewed within the Unreal Engine pipeline, extending Cain beyond body and gameplay animation to support more expressive character performances.

The completed character was packaged as a reusable Unreal Engine asset, combining the skeletal meshes, animation assets, gameplay systems, effects, and material configurations into a functional character setup.

The completed character was packaged as a reusable Unreal Engine asset, combining the skeletal meshes, animation assets, gameplay systems, effects, and material configurations into a functional character setup.

The completed character was packaged as a reusable Unreal Engine asset, combining the skeletal meshes, animation assets, gameplay systems, effects, and material configurations into a functional character setup.

The completed character was packaged as a reusable Unreal Engine asset, combining the skeletal meshes, animation assets, gameplay systems, effects, and material configurations into a functional character setup.