The ironfang got an upgrade.
I decided to do some extra work on a project I decided was done a while ago.
Ironfang is a real-time game character I made for Unreal engine.
The character was sculpted in ZBrush, I used Marvelous Designer to create the cloth, though I ended up sculpting over it quite heavily afterwards.
The baking was done in Marmoset Toolbag, and the texturing inside of substance painter!
I had a helping hand from Anders Lund Dick(https://www.linkedin.com/in/anderslunddick) for the rigging of the character, and he also set up physics for the belts, the bag and the hair + he set this guy up in the animation sample by epic so we could see how this guy would work when he runs around in a world. I did the the rigging and physics setup for the weapons myself, though they are arguably also a lot simpler. I did also do the cloth sim, which I set up using a proxy mesh to avoid issues with the width.
I made a small animation for him where he has a small idle for the renders, using the Ctrl Rig from manny as the rig was made using the same convention I could just copy and paste it over.
I could have posed the rat tails for the shots, but I chose to keep true to the physics for this, and I hope the idea and look for them still shines through in the animation sample.