Before starting in Maya, I drew out a nude A-pose sheet of my character, ensuring I got at least two perspectives of details I needed to pay attention to in the anatomy. With the hands I made sure to add some structural breakdown so modelling it wouldn’t be too difficult later on.


Milestone in the design process having the base model done. I painted over it to plan the texture and adapt it to the style of my 3d model.
The first time I tried exporting the mesh, the armature wasn’t posing it, leaving it in the A pose. To remedy this, I went back into maya and created a single keyframe with the object posed as such, This helped when I went back into UE5 as I could then play the ‘animation', snapping the mesh to the pose properly.
I exported the texture maps as pngs which I could then plug into the mesh texture. Because I didn’t use any fancy materials, I just plugged in the basic map.

Character Mesh and Texture in UE5:
