Azriel: The Fallen One
Original 3D character modelled and rigged using Maya. Azriel was given mo-capped animations and imported into the Unity game engine to be used as a playable character.
3D Model
Azriel was modelled in Maya using a combination of primitive box/spheres, poly extrudes, edge loops which were then mirrored and then retopologized. The model was UV wrapped and prepared for rigging.
The wings were created separately from the humanoid body, by which both meshes were combined together to complete Azriel.
Rigging
Azriel was rigged using a joint hierarchy setup in which the skeletal joints are parented to each child joint. IK handles were used in order to maintain realistic humanoid movement. FK joints were used for realistic spine movements and Azriel implemented both IK and FK rigging for the humanoid skeleton.
A wing bone chain was used for the wings that allowed for flapping and flying movement. Both rigs were bound to the 3D geometry and combined with each other to create one fluid humanoid rig with wings.
Unity implementation
After retopology in Maya, the character was prepared for use in Unity. Azriel was exported as an FBX file and imported into the Unity game engine. Custom wing animations were imported seperately as FBX files into Unity and applied onto Azriel.
A 3D animator component was given to Azriel which allowed the character to cycle through different states and play animations depending on certain parameters.
Azriel was also programmed to fly using C# which allowed the user to fly around the level using WASD. Custom idle wing animations played depending on player state and a seperate wing shield and wing taunt animation were added. VFX were added on the character within Unity to signify certain actions taking place such as flying or shielding.