My favourite model so far. Sculpted fat, baked hard, rigged mean.
A low-mid poly game mesh built from a high-detail sculpt — normals and surface detail baked into PBR textures in Substance Painter. Fully rigged and animated with three combat-ready clips, then dropped into an Unreal Engine 5 project.
Blender viewport captures. Lighting and materials straight from the Substance Painter export — no post tricks, just the mesh doing the work.
Full material breakdown from Substance Painter. High-frequency sculpt detail lives in the normal and roughness maps — the mesh stays lean, the surface reads rich.
From zbrush-style sculpt to engine-ready asset. Every step done in-house.
Three hand-keyed clips. Click a card or use the viewer controls above to preview each animation in the 3D viewport.
| /O\ |
o /|\ |
O /X> |
\O/ | / \
The viewer loads the ARP-rigged mesh once, then swaps between the three ARP animation exports. Drag to orbit, scroll to zoom. Switch clips with the buttons beneath the viewport.
BACK TO VIEWERThe numbers behind the green.