The character was fully designed, modeled, rigged, and animated by me, including a complete ingame physics and cloth sim setup. Additionally, an Unreal Engine material was created, using the Unreal Layered Material system and fully procedural materials to achieve high detail quality even in close-ups, while keeping texture budgets usable for production
All materials were created procedurally in Unreal Engine and are controlled via a simple color mask
The materials are driven by simple masks created in Substance Painter.
The material patterns were created in Substance Designer, then further refined with additional textures and color adjustments in the Unreal Material
A complete physics setup was implemented in Unreal Engine, including cloth simulation and rigid body physics