Mocap
In class, we learned how to use Maya to rig a character model and then apply a set of motion-capture animations to that character.

We also learned about topics related to skeleton binding in UE5, as well as how skeletal animations are used.
Modeling
I completed the modeling of this complex walkie-talkie, keeping the polygon count low while preserving detailed structures.
Wireframe

UV

Model Showcase

Texture production
In Substance 3D Painter, I baked the details from the high-poly model onto the low-poly model.

1-3-scaled.png)
Then, based on the different material types, I gave each part as much distinction as possible—for example, the plastic components, the screws, the screen, and so on. For some of the icons, I created them using Procreate, while others were made with the text tools in Substance 3D Painter.




UE5 Material Testing
I imported the finished model and textures into UE5, created material instances, and prepared them so that other students can easily use this model.


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