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2nd Year Work

My second-year work focused on technical production skills: 3D animation, rigging, and texture baking models entirely within Blender. I developed a model, created a full bone-based rig with inverse kinematics (IK) controls for realistic movement, and then UV unwrapped the mesh. The core task was texture baking ambient occlusion and normal maps from high-poly sculpts onto the low-poly animated model to optimize performance. I then used keyframe animation to showcase the rig's capabilities in a rendered sequence

Walking Animations

Vanilla Walk Animation

Sad Walk Animation

Angry Walk Animation

Character Animations

Idle Animation

 Walk Animation

Running Animation

Attack Animation

Weapon Modelling & Texturing

High Poly

Low Poly

Texture Maps

Base Map

Metallic Map

Ambient Map

Normal Map

Displacement Map

Rough Map

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