Paul Thureau and Adiyar Aidarbekov walk through their workflow for creating a cute robot character for a game prototype inspired by 2000s platformers. Paul covers the 3D modeling process in Blender using Sub-D and floaters for non-destructive detailing, retopology with TopoGun, and texturing in Substance 3D Painter including RGB alpha masks for Unreal shader control. Adiyar details the locomotion setup using Unreal Engine's Locomotor plugin with FullBodyIK nodes, Niagara-based VFX smoke puffs tied to fuel state, MetaSounds integration, and Gameplay Ability System (GAS) for gameplay mechanics. The post concludes with career and technical advice including learning source control with Perforce for Unreal projects.

6m read timeFrom 80.lv
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