One of four projects made for Digital Modeling at RPI. All modeling was done in Autodesk Maya using a poly modeling and subdivision workflow. The creature is made of two meshes, an upper half containing the hydrant, legs, and wings, and a lower part containing the abdomen. The two are connected by a ball-socket joint.
Painting (visible in video below) was done in Adobe Substance Painter and integrated in Unreal Engine.
Concept art and butterfly/fire hydrant studies I drew before beginning the model,
Rigging and animations were done within Autodesk Maya 2024. This introductory course didn't cover either topic, so I taught myself to rig/animate through tutorials for the sake of this project. As a result, my process was very inefficient. I painted all weights by hand and bone weight table.
Additionally, late in the process, I realized I had made several mistakes I couldn't undo. For one, the inverse kinematics on some of the legs point at a strange angle, and for another, the wings are one joint total and cannot bend in the middle, unlike real butterfly wings.
Finally, for this project, we had to export our creation to a game engine, specifically Unreal Engine 5. It took some time to get the export down, but after much trouble, it played in the engine and game.
A 3D tilemap of a destroyed Roman villa for Digital Modeling at RPI. Modeling was done in Autodesk Maya, materials were created in Material Maker, and the scene was compiled and rendered in Godot Engine 4.2. All pieces fit within a 1 x 1 x 1 meter cube footprint, and tile neatly with one another.
Modeled in Autodesk Maya for Digital Modeling at RPI.
Modeled in Autodesk Maya and textured in Adobe Substance Painter for Digital Modeling at RPI.