The Main Character Process
Hey everyone!
I wanted to share a breakdown of the character creation pipeline I worked on. This has been a full process from sculpting to animation-ready character in Unity — using tools like Blender 4.4, ZBrush, Substance Painter, and Unity 6000. Here’s how it went!
I started in Blender by blocking out the base mesh. I kept the geometry simple and symmetrical, making sure I had good edge flow before going into sculpting. Then I created clothing for the model and used sculpting tools to refine and add detail specifically when creating the characters hair.

After sculpting, I started retopology. Clean quads were important since I planned to animate the character later in Unity. Once retopo was done, I:
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UV unwrapped each mesh (body, clothes, eyes, hair, etc.)
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Made sure shells were clean and unstacked for texturing
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Snapped critical UV islands (like the soles of shoes) to align with the world grid for precision
Once the mesh was clean and UVs were laid out, I exported everything to Substance Painter. I kept each element (hair, shirt, pants, etc.) as a separate texture set, which gave me a lot of flexibility during painting.
I used Mixamo to rig the character by exporting a combined mesh (with textures baked and applied).
I finally took the character mesh and textures and imported them into Unity and applied all the textures to new materials in preparation for animation!
Get UnAbandoned Ware
UnAbandoned Ware
Explore forgotten spaces, uncover hidden notes, and feel the tension as motives are resurfaced.
Status | Released |
Authors | NukedGames, Thomas O'Neal, Kristen'sGames, BakonBoy03, KennyBlanks, extraterrestrin0 |
Genre | Survival, Interactive Fiction |
Tags | Horror, Retro, Survival Horror, Walking simulator |
Languages | English |
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