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THE LAST ACESO - FYP

'The Last Aceso' is the story of the knight who travels in search of 'Aceso' the powerful magic mythical flower that is believed it able to cleanse the dark curse from an unknown powerful devil.

The kingdom is cursed which causes fatal to people. The only hope is to find Aceso before it's too late and maybe the end of the kingdom.

The final year project will present the 3D Character concept showcase for the game. It will mainly focus on character presentation which includes the character's role and appearance.

Besides, it will provide cinematic camera techniques to represent the character model’s details and animation, which can gain the audience's interest in thinking of the character and story's development and continue. Also, provide the game title, and end credit at the video for advertising and crediting.

Hope you enjoy my first project with Unreal Engine and Thank you!

This will provide the Character production breakdown and final year project 'The Last Aceso'

This will provide the Character production breakdown and final year project 'The Last Aceso'

Project Scope Description

Project Scope Description

FYP Project Grantt Chart - First Semester for Pre-Production (14 weeks) and Second Semester for Production & Post-Production (14 weeks)

FYP Project Grantt Chart - First Semester for Pre-Production (14 weeks) and Second Semester for Production & Post-Production (14 weeks)

Software Requirements for the Project

Software Requirements for the Project

Proposed Pipeline for Character's Head & Body Production

Proposed Pipeline for Character's Head & Body Production

Proposed Pipeline for Character's Hair Production

Proposed Pipeline for Character's Hair Production

Rough Character concept design

Rough Character concept design

The character's head part was sculpted all in Zbrush

The character's head part was sculpted all in Zbrush

The character's body parts were blocked and modeled in Maya, then import to Zbrush for creating High poly details in order to use for Normal baking. These are the character with hair blocking, head and body part in Zbrush

The character's body parts were blocked and modeled in Maya, then import to Zbrush for creating High poly details in order to use for Normal baking. These are the character with hair blocking, head and body part in Zbrush

Retopo and unwarp UV done in Maya

Retopo and unwarp UV done in Maya

The character retopo and UV unwarp were done in Maya. Later import Low-Poly and High Poly to Marmoset tool bag for baking Normal maps. These are the character's head previews in the Marmoset tool bag

The character retopo and UV unwarp were done in Maya. Later import Low-Poly and High Poly to Marmoset tool bag for baking Normal maps. These are the character's head previews in the Marmoset tool bag

The character's hair was created firstly as Xgen and rendered as texture maps to use for Haircard creation. Haircards were created in Maya. These are the haircard previews in Marmoset (front view)

The character's hair was created firstly as Xgen and rendered as texture maps to use for Haircard creation. Haircards were created in Maya. These are the haircard previews in Marmoset (front view)

The character's hair was created firstly as Xgen and rendered as texture maps to use for Haircard creation. Haircards were created in Maya. These are the haircard previews in Marmoset (side views)

The character's hair was created firstly as Xgen and rendered as texture maps to use for Haircard creation. Haircards were created in Maya. These are the haircard previews in Marmoset (side views)

These are the texture maps for haircards which render from Maya and edit on Photoshop

These are the texture maps for haircards which render from Maya and edit on Photoshop

The character's body retopo and UV unwarp were done in Maya. Later import Low-Poly and High Poly to Marmoset tool bag for baking Normal maps. These are the character's body previews in the Marmoset tool bag

The character's body retopo and UV unwarp were done in Maya. Later import Low-Poly and High Poly to Marmoset tool bag for baking Normal maps. These are the character's body previews in the Marmoset tool bag

After completed modelling, the character model was textured in Substance Painter and some alpha map creation in Adobe Photoshop. These are texture maps of the character.

After completed modelling, the character model was textured in Substance Painter and some alpha map creation in Adobe Photoshop. These are texture maps of the character.

Use ActorCore AccuRig to apply autorig to the character model and import back to Maya for fixing paintweight and apply blendshapes for eyes blinking, hair and shawl movements.

Use ActorCore AccuRig to apply autorig to the character model and import back to Maya for fixing paintweight and apply blendshapes for eyes blinking, hair and shawl movements.

Animating character animation in Maya. These are some playblast preview from Maya.

After completed texturing, import the 3D models and all texture maps to Unreal Engine. These are the wireframe preview with light setup in Unreal Engine

After completed texturing, import the 3D models and all texture maps to Unreal Engine. These are the wireframe preview with light setup in Unreal Engine

After completed texturing, import the 3D models and all texture maps to Unreal Engine. These are the ao preview with light setup in Unreal Engine

After completed texturing, import the 3D models and all texture maps to Unreal Engine. These are the ao preview with light setup in Unreal Engine

After completed texturing, import the 3D models and all texture maps to Unreal Engine. These are the final result preview with light setup in Unreal Engine

After completed texturing, import the 3D models and all texture maps to Unreal Engine. These are the final result preview with light setup in Unreal Engine

These are some still frame rendering from Unreal Engine

These are some still frame rendering from Unreal Engine

These are some still frame rendering from Unreal Engine

These are some still frame rendering from Unreal Engine

These are some still frame rendering from Unreal Engine

These are some still frame rendering from Unreal Engine

These are some still frame rendering from Unreal Engine

These are some still frame rendering from Unreal Engine

Final online video of the fyp project 'The Last Aceso'