The cinematic had to be rendered in the Unreal, and there was a limit to how many polygons a single object could have, so the ship ended up being broken into 4 major parts that then basically just flew around in close formation in the engine.

The cinematic had to be rendered in the Unreal, and there was a limit to how many polygons a single object could have, so the ship ended up being broken into 4 major parts that then basically just flew around in close formation in the engine.








 
 Eventually this guy will be dropped into Unity and used as a test to see how well rigs and animation transfer over from Maya.
Eventually this guy will be dropped into Unity and used as a test to see how well rigs and animation transfer over from Maya.