Minotaur Character Pipeline
Project Overview
This project showcases a complete 3D character pipeline from initial concept sculpting to final in-engine animation. The goal was to create a game-ready, fully rigged bipedal creature optimized for real-time rendering without sacrificing visual fidelity.
Technical Challenges & Solutions:
- Optimized Retopology: Carefully designed edge-loops around joints (knees, elbows, shoulders) to ensure smooth deformation during complex attack animations.
- UV Mapping & Texturing: Packed UVs efficiently to maximize texel density. Used Substance Painter to bake high-poly details onto the low-poly mesh, creating stylized PBR textures.
- Rigging & Weight Painting: Built a custom rig in Blender with IK/FK switches. Refined weight painting manually to prevent volume loss during extreme poses.
Visual Showcase & Renders
Unity Dynamic Render (High Contrast)
Animation Loop: Combat Shout
Substance Painter Full Body
Substance Painter Detail: Facial Texture