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Invisigal Character Project

Nov 2025 - Jan 2026

This project drew imperative experience in research and critical thinking for Blender's technical workspaces for Sculpting, Texturing, Skinning and Rigging, and Animation.

This is my first complete sculpt and complex-rigged character project. I made everything from the character model to the background objects.

01

Project Goal

I needed a project to ascertain my ability to match the animation style for Igloo Studios during their outsourced work on ADHOC Studio's 2025 Hit Game, Dispatch.

02

Challenges

Ideating approaches to every phase of this project was grueling, with several days of no progress made.

This never broke my spirits. I persevered with the insight of mistakes to avoid and workflows to optimize.

Blubby_JM_Rig_3.png

03

Actions

I made several daily blogposts on ADHOC Studio's Discord server dedicating my work in succinct detail about my adaptability and flexibility to analyze and create solutions for rigging errors, animation performance, and topology.

04

Results

This model is nearly accurate to the in-game model!

The rig is excellent for use with minimal errors on lips and forearm rotation. Click this for the documentation on my rig.

The animation captures part of Invisigal's mannerisms from ADHOC Studio's Dispatch.

Blubby_JM_Collage01.jpg

BLOCKED + SPLINE Animation Test

Timelapses

Part 1
(Nov 3, 2025 - Nov 16, 2025)

Part 2
(Nov 16, 2025 - Jan 16, 2026)

Images of Work

Videos of Work

LightingTestZoomOut0001-0360
00:15
Blubby_FaceRigTesting030001-0258
00:10
BlubbyMATTEpass6230001-0623
00:28
LightingTestZoomOut10001-0360
00:15
Blubby_FaceRigTesting010001-0258
00:10
LightingTest0001-0360
00:15
LightingTestZoomIn30001-0360
00:15
Blubby_FaceRigTesting020001-0258
00:10
Blubby_VisiLightingTest
00:15
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