This project started as a self improvement challenge and turned into one of the most demanding journeys I've taken as an artist, pushing myself across multiple disciplines at once: anatomy,hair, texturing, rigging, and real-time rendering in Unreal Engine 5.
One of the most exciting technical decisions was integrating the MetaHuman rig, which opened up a whole new set of challenges and learning opportunities in UE5. Getting everything to work together in a realtime pipeline required a lot of problem-solving, and honestly, that's what I loved most about it.
I'm really happy with how she turned out. This character means a lot to me. she's proof of what's possible when you commit to a challenge and don't give up, even when the pipeline fights back. 🖤
Workflow:
・Cloth simulation in Marvelous Design
・Hardsurface Modeling in 3Dmax
・Sculpted in ZBrush
・Retopology in Maya
・Textured in Substance Painter
・Groom created in Maya using XGen
・Rigged and Rendered in Unreal Engine 5.7
Concept by Aarón Luna