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Game Character

This game character is based on the concept art of Alexandre Diboine. She is sculpted in Zbrush, retopology and UV mapping done in Maya, textured in Substance Painter, rigged to Unreal Engine 5 skeleton in Blender. Cloth simulation to the cape is done in Unreal Engine and the shield is attached to the character by a socket in there as well.

Programs: Sculpting: Zbrush, retopology and UV mapping: Maya, textures: Substance painter, rigging: Blender for Unreal Engine 5 skeleton.

Character turntable

Character playtest in Unreal Engine 5. Shield appears when pressing the number one key and is attached to the character's 4th spine bone with a socket.

Rig and range of motion

Concept art by Alexandre Diboine

BaseColor, Normal and Occlusionroughnessmetallic maps used in Unreal Engine

Textures in Substance Painter

Full textures, albedo, normal, roughness, metallic maps in Substance Painter

Retopology in Maya

Making character functional in Unreal Engine.

Modeling and texturing references

Control rig I made in Unreal Engine for posing the character.

High poly sculpts

© 2025 by Essi Saloheimo. Powered and secured by Wix

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