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The Burned Man - Joshua Graham

"I have been baptized twice, once in water, once in flame. I will carry the fire of the holy spirit inside until I stand before my Lord for judgement."

This is a recreation of one of my favorite characters in the entirety of the Fallout series, the burned man, Joshua Graham. This was done as a fun project to hone my skills a little better, as I'm more of a hard-surface / prop modeller. With the primary goal being to get more comfortable working with organic surfaces and human characters.

Joshua Graham, known formerly as Malpais Legate.

Joshua Graham, known formerly as Malpais Legate.

The acting leader of the Dead Horses tends to his flock, supplying ample munitions.

The acting leader of the Dead Horses tends to his flock, supplying ample munitions.

Cast off into the Grand Canyon, burning as he fell, Graham was publicly executed by the Legion for his failures. Alas, he survived, walking the earth now leaving behind a scorched trail.

Cast off into the Grand Canyon, burning as he fell, Graham was publicly executed by the Legion for his failures. Alas, he survived, walking the earth now leaving behind a scorched trail.

The Co-Founder of the Legion is a fair tempered man, holding the bible and the teachings of god close.

The Co-Founder of the Legion is a fair tempered man, holding the bible and the teachings of god close.

He holds his convictions close, and is not afraid to exact violence when needed.

He holds his convictions close, and is not afraid to exact violence when needed.

Joshua Graham / The Burned Man - Giving a stern warning for those who seek to harm his people.

The meshes were modeled in Maya, rigged in Mixamo and then further refined and tweaked in Maya.

The meshes were modeled in Maya, rigged in Mixamo and then further refined and tweaked in Maya.

Each asset was modeled and UV'd in Maya, then brought into Substance Painter for texturing.

Each asset was modeled and UV'd in Maya, then brought into Substance Painter for texturing.

Lastly, each asset was imported into the Unreal Engine 4. Where the scene was built upon using real time raytracing.

Lastly, each asset was imported into the Unreal Engine 4. Where the scene was built upon using real time raytracing.