Jtoyi

Character Facial Animation & Unity ntegration
  • For the Jyoti character, I created a custom facial blend shape system
  • With required facial expressions and mouth shapes to support speech and phoneme-based animation, allowing the character’s mouth to visually respond to different sounds.
  • The blend shapes were prepared to support mouth movement for spoken dialogue, with individual shapes corresponding to different mouth positions and sounds.
Dynamic Rigging in Unity
  • The character was prepared for dynamic, runtime animation, allowing rig-driven movement to be controlled directly within Unity rather than relying entirely on pre-baked animation.
  • Character rig
  • Animation-ready character
  • FBX export and Unity integration
  • Runtime rig/animation testing
  • Setup for dynamic real-time character control

Jtoyi

Status: WIP
Engine: Unity 6
Language: C#
Platform: Meta Quest 3
Focus:
Character Modeling, Texturing, Custom Shader Graph using Unity 6, Rigging, and Animation.
Using Zbrush for High Poly, Blender for Modelling, UVs, and Rigging, Unity for custom optimized shader, substance for Packed channel texture and VR ready with Rig.

Concept by Mariana Castro Yazbeck.
1–2 minutes
Jump-To

Add a header to begin generating the table of contents