"Regenerator" is a character I made for the game Hordes of Hunger. This model was specifically crafted for a dynamic mesh-swapping system allowing the enemy to visually degrade in real-time through three distinct stages of damage while sharing the same animation rig. To achieve this I utilized a "layered" approach in Zbrush, starting with a base "stage one" mesh and using layers to non-destructively sculpt progressive damage, exposed ribs, and visceral details for the subsequent stages. I created three distinct retopologies. I maintained identical vertex placement and edge flow in all shared areas, only modifying the topology where the mesh was "torn" to reveal the internal gore like eg. exposed abdominal entrails. I handled uv maping. Texturing was created in Substance Painter, by using the first stage as a master base, I ensured 100% skin-tone consistency across all models, focusing only on unique blood, organ textures for the damaged states. The final step was shader and texture configuration in Unreal Engine 5. Character based on a concept by Kinga Makowska.