Software:
Maya (modeling, animating)
Substance Painter (texturing)
Advanced Skeleton (rigging)
Unreal Engine 5 (import, material creation)

To model Nezumochi, I primarily used the Soft Select tool to shape smoothed cubes, achieving an organic form with clean and visually appealing topology.

I designed a custom rig for it, based on the movements I associated with the character. The rig includes a root control, separate controls for the front and back of the body, two sets of controls for each ear, two for the nose, and one for the tail.

I imagined Nezumochi's movements as bouncy and wiggly and animated two short actions, starting with the essential "walk" cycle and then continuing with its endearing sniff.
If you like Nezumochi, check out Sleeping Rooster Studios' game, Gnomes and Giants!