Having completed the textures for my pilot captain, all that was left was to give it a basic rig and import it into Unreal Engine 4.
I brought an unrigged version my character into UE4 first just to gauge the textures and set up materials and consider lighting. When moving into UE4 I thought about making a small diorama or stand for my character to be on but I ended up choosing not use one, the main reason being I quite liked how simple it was. It may have added some extra flare but whatever I thought of doing either felt half-baked or deterred from the character which I didn’t want so I opted to just have the character as is in my UE4 scene.
Meanwhile on the side I began rigging my character. It wasn’t overly complicated of a rig since the model fit to a basic biped so I just repositioned the bones to my character’s position and skinned the model in its entirety. Skinning is quite a hit or miss process for me, definitely something I can improve on, because I can either skin a section of the model quite well quite quickly or I’ll spend a massive amount of time on one element to get it to deform nicely. Maybe it attributes to my topology but I’ll look into this for future projects.
With my final character skinned and posed, I reimported him back into UE4 and set up a simple lighting scenario, aiming to get the character well-lit from all angles with a bit of rim light for dynamisms. This was the final step for my character as all the bases had been covered now.
Overall, this character was a bit of a learning experience. I came to grips with what kind of style I was comfortable following the PBR process with and learnt a lot about effective techniques to make the character modelling process more efficient. I also know about how I should manage my time and at what points when making a character like this I will need more time and what points I’ll be quicker in. I think the final thing came out quite nice though! I think I hit my marks for style and following my concept so I’m quite pleased with the overall result.