WARHAMMER ORK // BLENDER SCULPT // SUBSTANCE PAINTER // BAKED NORMALS // FULLY RIGGED // UE5 READY // WARHAMMER ORK // BLENDER SCULPT // SUBSTANCE PAINTER // BAKED NORMALS // FULLY RIGGED // UE5 READY ///
CHARACTER ASSET

WARHAMMERORK

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 SUBSTANCE PAINTER UE5 PBR GAME-READY
INTERACTIVE 3D
LOADING MESH...
ASSET
SPECS
~12K
Triangles
4K
Texture Res
6
PBR Maps
3
Animations
1
Satisfied Dev
STILL FRAMES

KEY RENDERS

Blender viewport captures. Lighting and materials straight from the Substance Painter export — no post tricks, just the mesh doing the work.

Greenskin ork character — full body render with power claw
FULL BODY — POWER CLAW POSE
Greenskin ork character — close-up face render
CLOSE-UP — FACE & JAW PLATE
SURFACE DATA

PBR TEXTURE SET

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.

Base color texture map
BASE COLOR
Albedo map — skin tones, chipped red armour, weathered metal and leather straps.
Normal map texture
NORMAL
Baked from high-poly sculpt — pore detail, armour dents, fabric weave and metal scratches.
Roughness map texture
ROUGHNESS
Gloss variation across materials — oily skin, matte leather, polished claw edges.
Metallic map texture
METALLIC
Metal vs dielectric mask — steel jaw plate, rivets, claw mechanisms vs organic surfaces.
Emission map texture
EMISSION
Glowing red eye channels — subtle emissive punch for that unhinged stare in-engine.
Displacement map texture
DISPLACEMENT
Height data from sculpt — available for close-up renders and optional tessellation.
PRODUCTION

PIPELINE

From zbrush-style sculpt to engine-ready asset. Every step done in-house.

01
HIGH-POLY
SCULPT
Detailed organic sculpt in Blender — muscles, scars, armour damage, facial rage. Millions of polys, zero regrets.
02
RETOPO &
UV
Clean low-mid poly mesh with efficient UV layout. Game-ready topology that deforms cleanly on the rig.
03
SUBSTANCE
PAINTER
Full PBR material pass — bake normals, paint wear, build layered smart materials for skin, metal and leather.
04
RIG &
ANIMATE
ARP rig on the base mesh, weight-painted and exported. Three separate ARP animation exports — idle, slash, and waaagh.
05
UNREAL
ENGINE 5
FBX import, material setup, animation blueprint integration. Runs in a live UE5 project.
MOTION CAPTURE — NOT REALLY

ANIMATION SET

Three hand-keyed clips. Click a card or use the viewer controls above to preview each animation in the 3D viewport.

STATIC
BIND POSE
  |
 /O\
  |
No animation — rig bind pose only. Best for inspecting mesh, materials and silhouette.
IDLE
LOOP
  o
 /|\
  |
Weight-shift breathing idle. Subtle claw twitch. He is waiting for something to punch.
SLASH
ATTACK
  O
 /X>
  |
Overhead power claw slash. Full body commitment. Armour rattles. Someone is about to have a bad day.
WAAAGH
SPECIAL
 \O/
  |
 / \
Full battle cry charge pose. Arms up, jaw open, maximum aggression. The emissive eyes go hard.

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 VIEWER
BREAKDOWN

TECHNICAL DETAILS

The numbers behind the green.

MESH
Polygon budgetLow-mid poly (~12K tris)
Sculpt sourceHigh-poly Blender sculpt
Normal workflowBaked to texture maps
UV layoutSingle 4K texture set
Export formatFBX rig + ARP anim clips
MATERIALS & RIG
TexturingSubstance Painter PBR
Maps includedBase, Normal, Rough, Metal, Emissive, Disp
Rig typeARP — humanoid biped
AnimationsIdle, Slash, Waaagh
EngineUnreal Engine 5
CREATED BY
VM DEVELOPMENT
Personal portfolio piece and proudest character asset to date. Sculpted, textured, rigged and animated solo — from first vertex to engine import.
BLENDER SUBSTANCE PAINTER UNREAL ENGINE 5 CHARACTER ART SOLO DEV
ASSET STATUS
PRODUCTION READY