This is a 14 weeks team project created for my elective course Advanced Pipeline Topics for Films and Game Art ​​​​​​​
My responsibility:
Story and concept design, co-producing,
modeling and sculpting, rigging and animation, look dev and texturing for the dragon
DCC tools used:
Zbrush, Maya, Substance Designer, 
Unreal Engine
I created a rig with IK and FK controllers to help me animate the dragon movement. Mainly for the arm and leg controls.
I have also used the set-driven key feature inside Maya to set various postures around the wing and the mouth so that I can control them all together without having to key each individual joint.
For the dragon's look dev, I baked the high poly model's information onto the model used inside Substance Painter and then painted the texture and added details for the skin. 
The main output is three maps: the base color, the normal maps, and a map containing ambient occlusion, roughness, and metallic as RGB channels.
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