This is one of my portfolio pieces from The Game Assembly: a Military Mech set in an alternate near-future. I've wanted to create a large mechanical mech for a long time and now had the perfect time for it. My goal with this project was to create a real-time model in Unreal Engine 5 and use a workflow that felt suitable for such a big asset.
Breakdown at the bottom of the post.
I primarily worked with booleans and subD modeling when blocking and trying shapes for the silhouette, which later lead to a clean up and parts of the model. Throughout the entire project, many parts where remade entirely, several times.
I used roughly the same setup for each channel in the shader, which were mainly adjustments to the RGB mask and material blending, as well as some controls for color and roughness overlays to add variation.
Part 1 - I rigged the model in blender for easier posing, and to showcase some functionality.
Part 2 - I rigged the model in blender for easier posing, and to showcase some functionality.