3D Character case study of
GORRACK
Game-ready, optimized, fully animated.
3D Character case study of
GORRACK
Game-ready, optimized, fully animated.
3D Character case study of
GORRACK
Game-ready, optimized, fully animated.
Problem Statement
The goal was to create a stunning 3D Character based on the concept art made by the very talented artist Kang NG.
It has to be custom rigged (including the chain, rig, hair and the face) and should be exportable to UNITY Engine. The character was for a computer game and the polygon count limit was 70K Triangles.
• Style: Stylized semi-realism inspired by Overwatch
• Platform: Unreal Engine 5—PC/Consoles
• Performance: Under 68k tris, 2x 4K textures, 120FPS target
Problem Statement
The goal was to create a stunning 3D Character based on the concept art made by the very talented artist Kang NG.
It has to be custom rigged (including the chain, rig, hair and the face) and should be exportable to UNITY Engine. The character was for a computer game and the polygon count limit was 70K Triangles.
• Style: Stylized semi-realism inspired by Overwatch
• Platform: Unreal Engine 5—PC/Consoles
• Performance: Under 68k tris, 2x 4K textures, 120FPS target
Problem Statement
The goal was to create a stunning 3D Character based on the concept art made by the very talented artist Kang NG.
It has to be custom rigged (including the chain, rig, hair and the face) and should be exportable to UNITY Engine. The character was for a computer game and the polygon count limit was 70K Triangles.
• Style: Stylized semi-realism inspired by Overwatch
• Platform: Unreal Engine 5—PC/Consoles
• Performance: Under 68k tris, 2x 4K textures, 120FPS target
STEP 1
Choosing the concept
I started with this amazing concept artwork by Kang NK. The vision is to now bring a 3D character to life using this concept artwork. The artist has provide the front and back 3/4rth angle views with sufficient details and are helpful in making the sculpture.

STEP 1
Choosing the concept
I started with this amazing concept artwork by Kang NK. The vision is to now bring a 3D character to life using this concept artwork. The artist has provide the front and back 3/4rth angle views with sufficient details and are helpful in making the sculpture.

STEP 2
Sculpting
I started by sculpting in Zbrush. I did not use a base mesh for this one. After blocking the first forms I gradually went on to sculpt every detail, fur strand, muscles and sword. I ensure there were subtle detailed like deep cuts in the skin and armor that shows that this big built of the character is not just for show.

STEP 2
Sculpting
I started by sculpting in Zbrush. I did not use a base mesh for this one. After blocking the first forms I gradually went on to sculpt every detail, fur strand, muscles and sword. I ensure there were subtle detailed like deep cuts in the skin and armor that shows that this big built of the character is not just for show.

STEP 3
Retopology
The high-res sculpt is rebuilt into a clean, animation-friendly game mesh. Edge flow follows joints and muscles to keep deformation smooth while staying efficient.

STEP 3
Retopology
The high-res sculpt is rebuilt into a clean, animation-friendly game mesh. Edge flow follows joints and muscles to keep deformation smooth while staying efficient.

STEP 4
UV Unwrapping
For UV Unwrapping I started by making seams where it is not directly visible, and as the island are created I layed them out on a UV grid, the UV grid helps in checking if there is any stretching. There is a delicate balance between stretching and space optimization which I have to keep in mind while UV unwrapping

STEP 4
UV Unwrapping
For UV Unwrapping I started by making seams where it is not directly visible, and as the island are created I layed them out on a UV grid, the UV grid helps in checking if there is any stretching. There is a delicate balance between stretching and space optimization which I have to keep in mind while UV unwrapping

STEP 5
Baking and Texturing
The baking and texturing is done inside Substance Painter. I used my high poly sculpture to bake the data into my low poly mesh. I baked Normal , AO, ID, Curvature and Roughness Maps in this. The texturing was done in hand painterly style to match the aesthetic of the reference

STEP 5
Baking and Texturing
The baking and texturing is done inside Substance Painter. I used my high poly sculpture to bake the data into my low poly mesh. I baked Normal , AO, ID, Curvature and Roughness Maps in this. The texturing was done in hand painterly style to match the aesthetic of the reference

STEP 6
Custom Rigging
Instead of using auto-rig tools, I decided to rig this manually for extra control. This is specialised controls for hair, clothes, the chain, face,, etc. There are small tweak bones for micro-adjustments at every bone. Everything is arranged properly in the RIG UI

STEP 6
Custom Rigging
Instead of using auto-rig tools, I decided to rig this manually for extra control. This is specialised controls for hair, clothes, the chain, face,, etc. There are small tweak bones for micro-adjustments at every bone. Everything is arranged properly in the RIG UI

STEP 7
Animation
Core clips—idle, walk, run, heavy attack—are tuned for weight and intent, with optional facial performance. Cloth follows naturally via the rig, adding subtle overlap and realism.

STEP 7
Animation
Core clips—idle, walk, run, heavy attack—are tuned for weight and intent, with optional facial performance. Cloth follows naturally via the rig, adding subtle overlap and realism.

STEP 8
Export to Unity
I export a clean FBX (applied transforms, correct scale), set the rig to Humanoid/Generic, hook up URP/HDRP materials, verify packed maps, and test all clips, facial controls, and cloth in a Unity demo scene.

STEP 8
Export to Unity
I export a clean FBX (applied transforms, correct scale), set the rig to Humanoid/Generic, hook up URP/HDRP materials, verify packed maps, and test all clips, facial controls, and cloth in a Unity demo scene.

Thankyou for the visit!
From what started just as a concept, is now a fully game ready 3D Character.
Creation a character like thisincluding the detailed rig, takes about 30-45 days. But the end result is really high quality.
You can check out my other 3D Character case studies or discuss a your project with me using the links below.