Character design / 7 November 2026

Ruby returns.A new wardrobe.

Ruby’s teal-and-ivory concept, the actual Blender and Unreal work, and the fix for her glove deformation.

A new look, with a practical modeling reference.

Ruby returns in midnight navy and electric teal, with a cropped ivory jacket, copper details, graphite driving gloves and fitted riding boots. The character remains an adult driver, with her established voice and sharper-throttle bonus. The aim is a more relaxed stance and a coherent motorsport-inspired wardrobe.

AI-generated Ruby character reference sheet in teal, navy and ivory
AI-generated concept artwork. Modeling reference; not gameplay.

The image above is AI-generated concept art. It defines the intended silhouette, clothing construction and palette. It is not an Unreal screenshot, and the current model is not a pixel-exact reproduction of the reference.

From a reference sheet to fitted clothing.

The outfit was rebuilt in Blender around Ruby’s complete MetaHuman body, replacing the earlier clothing approximation. The joined asset contains the suit, jacket, gloves, boots, belt and copper hardware. Clothing skin weights follow her existing skeleton, while the face uses a restrained jaw-and-brow refinement and the hair changes to an auburn strand groom.

Front view of the actual Ruby Atelier clothing model in Blender
Actual Blender model render. Work in progress.
Back view of the actual Ruby Atelier clothing model
Actual Blender model render. Work in progress.

A delicate ivory-leather base-color texture was generated separately; surface normals, material response and the actual garment geometry are part of the Blender/Unreal work. The standing animation also changed: a narrower supported stance, relaxed shoulders and arms closer to the body. That idle pose blends out for walking, running and crouching.

What Ruby actually looks like in the game.

Ruby in the Unreal character selection screen
Actual Unreal development capture: character selection.
Ruby on foot in the garage with auburn hair and the rebuilt outfit
Actual Unreal development capture after returning to the garage.

These captures show the current development work, including its differences from the concept: the real-time hair is straighter, the jacket and boots are simpler, and the surrounding scene is still a prototype. The reference remains a visual target, rather than a claim that the character is finished.

Fixing the gloves, not hiding the problem.

A road-play screenshot exposed black spikes extending from the hands. The detailed gloves were following a body that could switch to a reduced skeleton. Ruby’s full-detail outfit and its body now use a compatible evaluated rig. The long-hair/scalp pairing was corrected too, so detail-level changes do not remove her hair.

Ruby crouching with her fitted clothing and gloves
Actual Unreal locomotion test capture after the glove deformation correction.

The fix passed 65 native checks across detail-level requests, road entry and exit, walking, sprinting, crouching and jumping. Player settings and the existing career save were preserved. These are development checks, not a guarantee of final performance or a finished character-art standard.

Next in this update: the new summit ending, and driving rewards, phone deliveries and a hidden V12.