Software:

Maya (modeling)
Substance Painter (texturing)
Advanced Skeleton (rigging)
Unreal Engine 5 (import, material creation)
Creating Gobuta was a challenging yet rewarding experience, as it was my first time modeling a quadruped. I focused on following the concept art as closely as possible, ensuring the qualities of the character are properly transferred in 3D form.
Although Gobuta and its crystal are used as separate models in the game engine, they share the same texture files for optimization.
The rigging process involved Advanced Skeleton. I modified the horse rig preset and personally painted the skin weights for higher control over the deformation.
If you like Gobuta, check out Sleeping Rooster Studios' game, Gnomes and Giants!

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